Search found 72 matches

by ribsngibs
Fri Jun 16, 2017 10:20 pm
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 53572

Re: Friday Facts #195 - Poles re-design

I think the diagonal support struts on the big poles (both v2.a and v2.b) are really confusing in the 45 degree diagonal rotations because of the isometric projection. They just happen to line up with the camera angle so that the diagonal supports look horizontal, and the opposing foreground and bac...
by ribsngibs
Sat Jun 10, 2017 8:01 pm
Forum: Not a bug
Topic: [0.15.19] Splitter outputs to same belt twice in a row
Replies: 1
Views: 1505

[0.15.19] Splitter outputs to same belt twice in a row

Judging from all the magic splitter contraptions people make I assume this has been reported before or is not a bug, but this seems surprising to me. See https://i.imgur.com/VH4tBch.gifv or I'll upload below as well: splitterbug.gif Bottom lane of top output belt is backed up. I drop two plates on t...
by ribsngibs
Fri Mar 24, 2017 9:11 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 69604

Re: Friday Facts #183 - Aiming for the release date

We are considering whether it should be possible or not to build ghosts, blueprints and use deconstruction planner from the map, maybe it could be unlocked by specific research That's what the satellite should unlock! Build a satellite and launch it into orbit, and then you get the ability to scrol...
by ribsngibs
Thu Jan 12, 2017 3:31 am
Forum: Railway Setups
Topic: train bus factory
Replies: 34
Views: 23203

Re: train bus factory

vanatteveldt wrote:How did you make the 'google maps' view?
It's a mod called "Factorio Maps"
by ribsngibs
Thu Jan 12, 2017 12:36 am
Forum: Railway Setups
Topic: train bus factory
Replies: 34
Views: 23203

Re: train bus factory

Just remembered that this thread existed. I finished my train-bus factory awhile ago and it sustains 1 rocket per minute, so I suppose it is a train bus megafactory. The imgur album with some explanations is HERE . The zoomable/pannable googlemaps view is HERE My rail line is 4 wide (2 in each direc...
by ribsngibs
Wed Dec 07, 2016 1:30 am
Forum: General discussion
Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
Replies: 91
Views: 67978

Re: RoRo vs Terminus (was Loop vs 2-headed train network)

I use drive-through stations: Drive_thru.png Together with a standardized modular factory grid, somewhat like this sketch: Factory Layout.png A Grid module consists of 9 Roboports (orange squares) placed at max distance from one another. Interesting base layout - I'd love to see screenshots to see ...
by ribsngibs
Wed Dec 07, 2016 1:07 am
Forum: General discussion
Topic: Be less 'steampunk', more 'techno'
Replies: 9
Views: 4380

Re: Be less 'steampunk', more 'techno'

sparr wrote:If you can find an artist willing to do all the techno art, you can easily publish a mod that replaces all the sprites.
Better yet, be the artist willing to do all the techno art.
by ribsngibs
Sat Oct 29, 2016 1:00 am
Forum: General discussion
Topic: Has anyone computed the throughput of trains?
Replies: 16
Views: 14230

Re: Has anyone computed the throughput of trains?

Yes, the time between trains is actually my problem. At the moment I have 6 stack inserters unloading into chests and 6 stack inserters further putting that on red belts that get merged into one. 4 stack inserters are just below the belt capacity so with 6 items back up a bit. But the chests run em...
by ribsngibs
Sun Oct 23, 2016 6:00 pm
Forum: Ideas and Suggestions
Topic: Building/inserter that can place or pick up trains/wagons
Replies: 1
Views: 829

Building/inserter that can place or pick up trains/wagons

I'm building a big train-based base and thought it would be really cool if I had an automated way of placing locomotives and wagons. Perhaps for a locomotive-placing inserters it could have a schedule just like a locomotive so that the locomotive it places would copy that schedule; similarly the car...
by ribsngibs
Thu Oct 20, 2016 9:34 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Non-throughput-limited 8+ belt balancers?
Replies: 65
Views: 72916

Re: Non-throughput-limited 8+ belt balancers?

I agree - it sounds like he is new to Factorio and may be solving a slightly different problem? I'm not sure. But for instance, his 3x3 balancer is indeed not throughput limited for any subset of active inputs and outputs (I think), but unfortunately it is not a balancer.
by ribsngibs
Sat Oct 15, 2016 2:44 pm
Forum: Mods
Topic: [MOD 0.13.x] Advanced Personal Defense
Replies: 40
Views: 19366

Re: [MOD 0.13.x] Advanced Personal Defense

If you pop open the mod files in notepad you can edit the values, turn the damage to 500 or something that will one-shot anything. ;) What inspired me to write my post on this forum was that I had already modded your mod and cranked the damage (and lowered the fire delay, and increased the movement...
by ribsngibs
Wed Oct 12, 2016 11:46 pm
Forum: Mods
Topic: [MOD 0.13.x] Advanced Personal Defense
Replies: 40
Views: 19366

Re: [MOD 0.13.x] Advanced Personal Defense

I really like this mod - thanks! 1) It might be nice to have another tier above it with crazy high crafting requirements for the endgame scenario where you've got a really big base and tons of production and clearing out biters is no longer difficult, but turns into a tedious chore. e.g it could tak...
by ribsngibs
Mon Sep 26, 2016 11:22 pm
Forum: Show your Creations
Topic: Fluid splitter for 4 tanks
Replies: 5
Views: 4929

Re: Fluid splitter for 4 tanks

If it's slow, can you just put 4 or 5 small pumps in parallel per tank, all sharing the same circuit conditions?
by ribsngibs
Mon Sep 19, 2016 11:35 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Non-throughput-limited 8+ belt balancers?
Replies: 65
Views: 72916

Re: Non-throughput-limited 8+ belt balancers?

Yes...ish. It seemed like the easiest solution and definitely most straightforward is to simply place two NxN balancers in series. If you pass only A belts in and take only B belts out, the first balancer will spread the A belts onto N, and the second one will put the N belts onto the B you're drawi...
by ribsngibs
Fri Sep 16, 2016 8:30 pm
Forum: Gameplay Help
Topic: Logic for oil processing
Replies: 3
Views: 3181

Re: Logic for oil processing

My rationale for using solid fuel for backup steam generators is that the usage is actually zero (at least in my base) - I have never gotten to below 25% on my accumulators overnight that I've noticed, and I can see from where I've merged the solid fuel belt into the old coal belt that the steam eng...
by ribsngibs
Thu Sep 15, 2016 6:42 pm
Forum: Gameplay Help
Topic: Logic for oil processing
Replies: 3
Views: 3181

Logic for oil processing

Hey, I wanted to see if there was a "standard" logic for oil processing. I'm talking about in terms of hooking chem plants or pumps to the circuit network in order to ensure that the right stuff gets prioritized in case my crude oil supply starts dwindling as pumpjacks drop to .1, and also...
by ribsngibs
Mon Sep 12, 2016 5:12 pm
Forum: Ideas and Suggestions
Topic: Logistics bot cargo should count as contents of network.
Replies: 18
Views: 7349

Re: Logistics bot cargo should count as contents of network.

Another nice thing about production->inserter->activeprovider->bot->storagechest is that it allows you to place little "logistics stashes" around your (large) logistics network. A "logistic stash" is just a requester->inserter->passiveprovider for things you may wish to have spr...
by ribsngibs
Sat Sep 10, 2016 10:35 pm
Forum: Ideas and Suggestions
Topic: Logistics bot cargo should count as contents of network.
Replies: 18
Views: 7349

Re: Logistics bot cargo should count as contents of network.

This is all kind of unrelated to the actual suggestion, which was simply "the destination of a bot should dictate the logistics network's ownership of the bot cargo." I am building large bases, and I do use those little inserter bridges between robo networks in a lot of areas. That being s...
by ribsngibs
Fri Sep 09, 2016 10:12 pm
Forum: General discussion
Topic: How do you exploid large oil fields?
Replies: 13
Views: 5669

Re: How do you exploid large oil fields?

Well, that's why I'm asking ^^ I don't code, but is it possible to write a mod for this? I guess that should go into mod suggestion... If it's too annoying and you're willing to mod the problem away, are you OK with just outright cheating with a console command? You can set the richness of a single...
by ribsngibs
Thu Sep 08, 2016 3:29 am
Forum: Railway Setups
Topic: train bus factory
Replies: 34
Views: 23203

Re: train bus factory

Very cool. I am working on a base using this concept right now, but it's not really in a good place to show yet. It would be, but I took a detour trying to design an easily buildable and self-supplying perimeter wall and fell into the rabbit hole for 10 hours! What I'm doing is, since there is so mu...

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