Search found 1067 matches
- 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...
- 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...
- Fri Aug 30, 2013 4:28 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1002465
Re: Factorio Roadmap
Way to read the OP.zer0t3ch wrote:And.......?DRBLN wrote:End of August is coming
- 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...
- 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.
- Wed Aug 28, 2013 8:01 am
- Forum: General discussion
- Topic: Rail Kill
- Replies: 9
- Views: 11714
Re: Rail Kill
Warning lights, smorning lights.
Didn't your folks ever teach you to look both ways before crossing the tracks?
Didn't your folks ever teach you to look both ways before crossing the tracks?
- 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.
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.
- 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...
- 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 ...
- 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.
- 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'...
- 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...
- Fri Aug 23, 2013 6:40 pm
- Forum: Ideas and Suggestions
- Topic: Ore Hopper
- Replies: 10
- Views: 14071
Re: Ore Hopper
+1Telarin wrote:The ore hopper would be a storage building for handling large amounts of ore more efficiently than chests:
- 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. ...
- 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...
- 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.
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.
- 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.
- 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.
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.
- 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...
- 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...