Search found 1067 matches

by n9103
Mon Sep 02, 2013 6:59 pm
Forum: Ideas and Suggestions
Topic: Production schedule
Replies: 4
Views: 5514

Re: Production schedule

Um.. ew. As a module, no way. As a wholly new factory, that's a different matter. Such a factory should probably have a small number of internal storage slots for intermediary products, with only one or two slots for removal by inserter. Could be interesting for making a low-speed but highly compact...
by n9103
Mon Sep 02, 2013 6:52 pm
Forum: General discussion
Topic: The sense of the provider chest
Replies: 10
Views: 20827

Re: The sense of the provider chest

Personally, I'd rather skip the storage chests than the provider ones. With Storage, you can't control what goes into them unless you never use provider chests. With Providers, only what you want put into them goes in. But either way, it's smart to wire them up to smart inserters to limit stockpiled...
by n9103
Fri Aug 30, 2013 4:28 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1002465

Re: Factorio Roadmap

zer0t3ch wrote:
DRBLN wrote:End of August is coming
And.......?
Way to read the OP.
by n9103
Thu Aug 29, 2013 11:06 pm
Forum: Gameplay Help
Topic: what exactly is productivity?
Replies: 5
Views: 10966

Re: what exactly is productivity?

The higher the raw costs in items produced, the bigger the overall gain from productivity bonuses. However, using them on end-item assemblers can be counter productive if that item isn't in constant production. Optimal placement is a matter of the highest res cost item that's being constantly produc...
by n9103
Wed Aug 28, 2013 8:04 am
Forum: Ideas and Suggestions
Topic: Ore Hopper
Replies: 10
Views: 14071

Re: Ore Hopper

Think red chests that can be physically extended to be accessed by more than 4 inserters at a time, and the cloud is limited to the adjacent chest tiles, but all items are present in all chests.
by n9103
Wed Aug 28, 2013 8:01 am
Forum: General discussion
Topic: Rail Kill
Replies: 9
Views: 11714

Re: Rail Kill

Warning lights, smorning lights. :roll:
Didn't your folks ever teach you to look both ways before crossing the tracks? ;)
by n9103
Wed Aug 28, 2013 8:00 am
Forum: Gameplay Help
Topic: Making Freeplay hard?
Replies: 17
Views: 18633

Re: Making Freeplay hard?

If difficulty is trivial, perhaps you should switch to geometric growth of waves?
Can't imagine you lasting long against attackcount * 2.
True sadists would opt for the attackcount * attackcount however. Creeper Hell would be a nice place compared to what results from that.
by n9103
Tue Aug 27, 2013 5:47 pm
Forum: Gameplay Help
Topic: Making Freeplay hard?
Replies: 17
Views: 18633

Re: Making Freeplay hard?

Modify/Replace the control.lua in the base mod within the data folder, then start a new game. Or, you'll need to manually reload the scripts within the save when you load it. (either "game.reloadscript()" or "game.player.force.reset()" should do the trick.) And deleting scripts.d...
by n9103
Mon Aug 26, 2013 3:52 am
Forum: Ideas and Suggestions
Topic: time left in crafting queue
Replies: 4
Views: 7637

Re: time left in crafting queue

I think reset's intention was that on mouse-over, the time remaining until that item in the queue is complete would be shown. (A sum of all time between that item, and all preceding items'.) This would be far less cluttered than individual timing, and be far more useful than the time for individual ...
by n9103
Sun Aug 25, 2013 2:47 am
Forum: Maps and Scenarios
Topic: Story maps by MpPozor
Replies: 21
Views: 25490

Re: Story and challenges maps by MpPozor

Just a post to share my best time yet on Champion: Just under 1:15.
by n9103
Sat Aug 24, 2013 4:42 am
Forum: Ideas and Suggestions
Topic: Transport Belt Overhaul
Replies: 6
Views: 8296

Re: Transport Belt Overhaul

Personally, I think this would kill the enjoyment of early game development, considering the amount of time it can take to go from the default 8 iron plates into power production, and that's with the current powerless belts. (and it feels grind-like most of the time after the 3rd or fourth time you'...
by n9103
Fri Aug 23, 2013 7:20 pm
Forum: Implemented Suggestions
Topic: Logistic overview on the right side
Replies: 3
Views: 6022

Re: Logistic overview on the right side

A partial supply load is probably best represented as 1/2-1/4 (one of two-one of four), if anything at all. Using unusual symbols would be counter-intuitive, and there aren't any that are really applicable. The plus-minus and the tilde are for measuring an inaccurate number, the .. and ... generally...
by n9103
Fri Aug 23, 2013 6:40 pm
Forum: Ideas and Suggestions
Topic: Ore Hopper
Replies: 10
Views: 14071

Re: Ore Hopper

Telarin wrote:The ore hopper would be a storage building for handling large amounts of ore more efficiently than chests:
+1
by n9103
Thu Aug 22, 2013 2:46 pm
Forum: Implemented Suggestions
Topic: Decimal stack sizes
Replies: 13
Views: 20065

Re: Decimal stack sizes

It's that: Now every chest has its own look. Even as beginner player you see them and know how much is inside. So with stacks. Replace ^5 with an icon and ^6 with another. Then use it everywhere instead of numbers and you will be used to it very fast. Placing two of the icons is obviously the sum. ...
by n9103
Thu Aug 22, 2013 2:04 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belts instead of trains
Replies: 33
Views: 32932

Re: Belts instead of trains

It helps limit the damage a spambot can do. It also help police normal users from spamming threads with pictures, and from using up too much server space too quickly. Splitting your posts to make more pictures shouldn't be a problem if they're legit, though I do agree that 3 seems a bit low. 5-7 wou...
by n9103
Wed Aug 21, 2013 4:49 pm
Forum: Show your Creations
Topic: Josa factory
Replies: 5
Views: 8234

Re: Josa factory

No big reason not to scale up power production well before the need for it arises, as it only generates as much as will be used.
However, he's probably got all that power infrastructure because of the problems he's got in making power from the layouts he's using.
by n9103
Wed Aug 21, 2013 1:58 pm
Forum: Show your Creations
Topic: Josa factory
Replies: 5
Views: 8234

Re: Josa factory

Personally, I'm surprised he's not having power issues with the boiler/engine setups he's got.
by n9103
Wed Aug 21, 2013 1:55 pm
Forum: Not a bug
Topic: [0.6.2] auto update
Replies: 4
Views: 4134

Re: [0.6.2] auto update

.6.3 and .6.4 were pushed out together, as mentioned by kovarex in his post.
Would be the expected behavior if they merged the fixes but not the update server's initial reply.

Not a problem from my view, as I'd rather one download to fully update, than several to inform me of specific steps.
by n9103
Sun Aug 18, 2013 7:36 pm
Forum: General discussion
Topic: Factorio and real physics
Replies: 3
Views: 5738

Re: Factorio and real physics

item tiles = "aisles/isles"? :p An unusual take on the math, though there were several errors you made. Those I particularly noticed: You make a jump from comparing work units to aisles when you got to talking about bots. (The resulting work is 2*50 + 0*50 = 100 item tiles .) And as you po...
by n9103
Thu Aug 15, 2013 1:55 pm
Forum: Ideas and Suggestions
Topic: A reliable and cheap first wall against the creepers
Replies: 13
Views: 14451

Re: A reliable and cheap first wall against the creepers

I've got to vote against the burner self-inserter, too OP and somewhat exploitable. As for the turrets, I'm against dropping it down to 10, but 100 does seem a bit too high. Maybe something like 40. It needs to be a significant number, so that your early un-automated lab protection can survive witho...

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