Search found 77 matches
- Thu Sep 15, 2016 6:42 pm
- Forum: Gameplay Help
- Topic: Logic for oil processing
- Replies: 3
- Views: 4519
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 so that ...
- Mon Sep 12, 2016 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Logistics bot cargo should count as contents of network.
- Replies: 18
- Views: 11261
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 spread around your ...
- Sat Sep 10, 2016 10:35 pm
- Forum: Ideas and Suggestions
- Topic: Logistics bot cargo should count as contents of network.
- Replies: 18
- Views: 11261
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 said, I ...
I am building large bases, and I do use those little inserter bridges between robo networks in a lot of areas. That being said, I ...
- Fri Sep 09, 2016 10:12 pm
- Forum: General discussion
- Topic: How do you exploid large oil fields?
- Replies: 13
- Views: 7448
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 ...
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 ...
- Thu Sep 08, 2016 3:29 am
- Forum: Railway Setups
- Topic: train bus factory
- Replies: 34
- Views: 28976
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 ...
What I'm doing is, since there is so ...
- Thu Sep 08, 2016 12:51 am
- Forum: Ideas and Suggestions
- Topic: Logistics bot cargo should count as contents of network.
- Replies: 18
- Views: 11261
Logistics bot cargo should count as contents of network.
It would be nice if cargo carried by a logistics bot was counted as belonging to the appropriate logistics network depending on bot delivery target.
Reason: A very common construction is an inserter hooked up to the logistics network (pulling from a train or assembler into a provider chest) which ...
Reason: A very common construction is an inserter hooked up to the logistics network (pulling from a train or assembler into a provider chest) which ...
- Wed Sep 07, 2016 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Pairwise multiply/divide EACH signal in combinators
- Replies: 0
- Views: 1433
Pairwise multiply/divide EACH signal in combinators
Hi - I think it would be a nice addition in functionality in the circuit network if one were able to pairwise multiply or divide EACH signals from green and red wires in a combinator.
I understand that it is a significantly different mechanic - incoming red and green signals to a combinator are ...
I understand that it is a significantly different mechanic - incoming red and green signals to a combinator are ...
- Sun Sep 04, 2016 5:58 am
- Forum: General discussion
- Topic: Can you pairwise multiply using combinators?
- Replies: 4
- Views: 2941
Re: Can you pairwise multiply using combinators?
Thanks for the link to that discussion - there are some combinator masters out there for sure - pretty impressive stuff.
- Sat Sep 03, 2016 6:02 pm
- Forum: Ideas and Requests For Mods
- Topic: Blueprint reader -> circuit network
- Replies: 2
- Views: 2813
Blueprint reader -> circuit network
I'd like a mod that gives you a chest that you can hook up to the circuit network, such that when you put a blueprint into the chest, it does NOT sent a signal for a single blueprint item, but instead reads the items required to build the blueprint and outputs that onto the circuit network.
e.g. if ...
e.g. if ...
- Sat Sep 03, 2016 5:15 pm
- Forum: General discussion
- Topic: Can you pairwise multiply using combinators?
- Replies: 4
- Views: 2941
Can you pairwise multiply using combinators?
Just getting around to exploring what's possible with combinators in .13, and the *each* special signal is pretty awesome. It's allowing me to do all sorts of fun things by sending a whole bunch of signals at once and do operations on them - useful for sending inventory requests, for example.
One ...
One ...
- Fri Jun 10, 2016 3:54 am
- Forum: Show your Creations
- Topic: Mega-ish Bot Bus Chain Base
- Replies: 11
- Views: 10380
Re: Mega-ish Bot Bus Chain Base
By contrast, belt-loop-splitter designs like yours by design spread any "spotty bits" throughout the entire line, where they never stop moving. And, to achieve the same length as a dead-end bus, they will typically require more than twice as much belt per line (although some designs mitigate this ...
- Fri May 27, 2016 5:39 pm
- Forum: General discussion
- Topic: Factorio meets SC1
- Replies: 10
- Views: 6859
Re: Factorio meets SC1
So cool! I'm more familiar with SC2 but the SC1 untils look like the fit better with the pixel-arty 2D Factorio style.
Are you going to turn worms into whatever the SC1 version of spine crawlers are? (Sunken Colonies?)
Are you going to turn worms into whatever the SC1 version of spine crawlers are? (Sunken Colonies?)
- Fri May 27, 2016 5:35 pm
- Forum: General discussion
- Topic: Outpost Supplies - Help Needed
- Replies: 17
- Views: 9486
Re: Outpost Supplies - Help Needed
Im planning on making a dedicated train for supplies only, so instead of wasting several slots on my regular trains I just have the one train that refills every outpost and comes back to base to fill itself up.
A single train could hold 1,000 walls, 1,000 turrets, 1,000 power poles etc, whatever ...
A single train could hold 1,000 walls, 1,000 turrets, 1,000 power poles etc, whatever ...
- Fri May 27, 2016 5:21 pm
- Forum: General discussion
- Topic: Outpost Supplies - Help Needed
- Replies: 17
- Views: 9486
Re: Outpost Supplies - Help Needed
I also used filters. It works well, but to be honest I found it annoying to set up for each new wagon I send to the train network (copy-paste with shift right-left helps, but still far from perfect). I hope the circuit network improvements in 0.13 will offer a solution to this so that I won't need ...
- Thu May 19, 2016 10:57 am
- Forum: Show your Creations
- Topic: Mega-ish Bot Bus Chain Base
- Replies: 11
- Views: 10380
Mega-ish Bot Bus Chain Base
All images in this post also at http://imgur.com/a/ERS68 if you want to see the higher res versions.
This is my second game, with something like 150 hours into this game. The FPS has made it a little unplayable, so I thought I'd share what I've done as I quit.
I wanted to make something bot based ...
This is my second game, with something like 150 hours into this game. The FPS has made it a little unplayable, so I thought I'd share what I've done as I quit.
I wanted to make something bot based ...
- Sat May 14, 2016 5:21 am
- Forum: Implemented Suggestions
- Topic: Curved Rail pieces rotation order
- Replies: 4
- Views: 3028
Re: Curved Rail pieces rotation order
I agree.
But for now, one thing I've been doing is just keep a blueprint of a quarter-circle rail arc in my inventory (curve, one straight segment, curve). It doesn't help when you have to place a single curve, but most of the time I make 90 or 180 turns in my tracks. This makes it super easy ...
But for now, one thing I've been doing is just keep a blueprint of a quarter-circle rail arc in my inventory (curve, one straight segment, curve). It doesn't help when you have to place a single curve, but most of the time I make 90 or 180 turns in my tracks. This makes it super easy ...
- Thu May 12, 2016 9:58 pm
- Forum: Ideas and Suggestions
- Topic: Redo the power bars.
- Replies: 29
- Views: 20147
Re: Redo the power bars.
[EDIT] Here's an alternate version with hatching for excess capacity as well.
Btw I prefer the version without the excess capacity hatching. Again, from a layman'so point of view, if both bars are the same I am happy because I know my energy needs are met, and I can tell from the size of the bar ...
- Thu May 12, 2016 3:18 am
- Forum: Ideas and Suggestions
- Topic: Redo the power bars.
- Replies: 29
- Views: 20147
Re: Redo the power bars.
I'm a power systems engineer, and it is absolutely a problem of misused nomenclature (on top of Factorio's infuriating lack of explanation for basically everything.) Given the frustrations voiced here and on Reddit, I'd almost say that their well-intentioned attempt to minimize new vocabulary has ...
- Thu May 12, 2016 12:12 am
- Forum: Ideas and Suggestions
- Topic: Redo the power bars.
- Replies: 29
- Views: 20147
Re: Redo the power bars.
You can never have excess power production, you can only have excess power capacity , which is why they don't show the power production like that green/blue bar that ribsngibs posted--what's shown there is not what's actually happening.
To me, the fact that you can never have excess power ...
To me, the fact that you can never have excess power ...
- Wed May 11, 2016 9:54 pm
- Forum: Ideas and Suggestions
- Topic: Redo the power bars.
- Replies: 29
- Views: 20147
Re: Redo the power bars.
Great idea - I'm still, after 300 some hours, confused by the power info - I mean, I understand it - I just have to think about it for a second each time I look at it: "OK, so... am I screwed...? Wait, no, I'm good."
I like both of your last two ideas (MrDoomah), but personally I think the best ...
I like both of your last two ideas (MrDoomah), but personally I think the best ...