Search found 44 matches

by bonob
Fri Jun 27, 2014 5:01 pm
Forum: Ideas and Suggestions
Topic: Large Bridge Cranes
Replies: 38
Views: 35404

Re: Large Bridge Cranes

You didn't mention the possibility to move containers around, right? I mean that cranes are often used for freight trains or ships to load containers; in our case, we could prepare a container in the train station, there's time to load it slowly, with any desired content. When the train arrives, poo...
by bonob
Fri Jun 27, 2014 4:46 pm
Forum: Gameplay Help
Topic: Trains and robots
Replies: 14
Views: 11997

Re: Trains and robots

[...] But that brings up a question, do you spam out robo ports to connect your logistic networks at the storage and mining sides, or do you run logic wire along power lines? It seems that it would be a pain to have a very remote mining station connected in some way to know what is in the storage b...
by bonob
Thu Jun 26, 2014 4:32 pm
Forum: Gameplay Help
Topic: Missing Plane Recipe?
Replies: 8
Views: 4330

Re: Missing Plane Recipe?

Yep, my first free play I rushed to the flight tech. And then I looked for the airplane.
Huh, no airplane??

I guess that's for the scenario only, unfortunately :D
by bonob
Thu Jun 26, 2014 3:43 pm
Forum: Gameplay Help
Topic: Trains and robots
Replies: 14
Views: 11997

Re: Trains and robots

No, the setup I'm trying to describe does not filter with the chests on the train line. These chests can accept anything, but in order that any wagon can be unloaded, they cannot be allowed to fill up. So they cannot be used to feed the consumers (the furnaces) directly. Between the 'first row chest...
by bonob
Tue Jun 24, 2014 5:42 am
Forum: Gameplay Help
Topic: Trains and robots
Replies: 14
Views: 11997

Re: Trains and robots

This question is more about how to share a station for different trains and goods than about unloading with robots I guess. You can limit the loading of the wagon in the mining outposts with circuit network. You have to connect outposts with, say, green wires, you load the wagons only if ore is less...
by bonob
Sat Jun 21, 2014 12:07 pm
Forum: Implemented Suggestions
Topic: Iron sticks and wooden planks
Replies: 2
Views: 1420

Re: Iron sticks and wooden planks

The wooden plank is coming from the shotgun, which uses an odd number of planks.
Quite an annoyance in my opinion.
by bonob
Fri Jun 20, 2014 7:19 pm
Forum: Releases
Topic: Version 0.10.1
Replies: 36
Views: 38551

Re: Version 0.10.1

Gammro wrote:I was already thinking you guys went to get beers to celebrate the new release
Cheers :lol:

-----

So the previous release was updater only, this one is download only.. Interesting experiment..
by bonob
Fri Jun 20, 2014 5:11 pm
Forum: Balancing
Topic: Supression of the size shift of electric furnaces
Replies: 86
Views: 60320

Re: Supression of the size shift of electric furnaces

So far my preferred tactic is to design as small as possible for a given purpose, and then redesign larger in the next location for the next purpose, and once the new chain is ready, destroy the initial chain (I like that part a lot, removing all the old bad designed stuff. Didn't do it yet with log...
by bonob
Wed Jun 18, 2014 3:44 pm
Forum: Videos
Topic: [YouTube] FishSandwich's Factorio playthroughs
Replies: 292
Views: 86903

Re: FishSandwich's Factorio playthroughs

The steel coming onto the iron/copper belt is because you used the coal belt to carry iron plates up. A steel furnace consumes iron ore slightly faster than the drill can supply, so when it's empty, the coal inserter might catch an iron plate and the furnace start producing steel. Great series! The ...
by bonob
Wed Jun 18, 2014 10:00 am
Forum: Implemented Suggestions
Topic: Logistic network, Storage Infoscreen
Replies: 27
Views: 13137

Re: Logistic network, Storage Infoscreen

While we're discussing statistics screens, a simple thing that is really missing are axis with units on graphs (mainly vertical, but horizontal is not superfluous too)
by bonob
Thu Jun 12, 2014 4:15 am
Forum: Balancing
Topic: Radar scanning (and re-scanning) speed
Replies: 35
Views: 26775

Re: Radar scanning (and re-scanning) speed

If I understand correctly the scanners do not 're-scan' their area.
They scan first and discover nests in their big range, but then they don't touch it anymore. They remain active in their small range though, which is highlighted on the map. There you see the biters bases and movements in real time.
by bonob
Thu Jun 12, 2014 4:09 am
Forum: Implemented Suggestions
Topic: taking items from the back instead of the front
Replies: 7
Views: 2993

Re: taking items from the back instead of the front

I agree with this, I actually made the same suggestion a few days ago: https://forums.factorio.com/forum/vie ... f=6&t=3987

Minor annoyance yes, but minor change and that would make the chest limiter much cleaner.
by bonob
Sat Jun 07, 2014 6:53 pm
Forum: Implemented Suggestions
Topic: load 1 unit of something into structure
Replies: 2
Views: 1149

Re: load 1 unit of something into structure

Also, when you change the fuel type, it will not change by itself, so you have to kickstart again with the new fuel type (say, when switching from coal to solid fuel.)
That could probably be improved :)
by bonob
Fri Jun 06, 2014 7:47 am
Forum: Gameplay Help
Topic: Avaliable Robots
Replies: 6
Views: 1874

Re: Avaliable Robots

I'd say it's only showing the logistic bots, not the construction bots.
by bonob
Wed Jun 04, 2014 4:10 pm
Forum: Ideas and Suggestions
Topic: Strategic decisions - Power supply
Replies: 6
Views: 2817

Re: Strategic decisions - Power supply

My questions to you, dear reader, are: [/b] -Do you think that any of these decisions/problems are interesting? Definitely! -Or do you think that the game is already complicated enough without these nonsense? Absolutely! Seriously, Factorio is an awfully complex game. After a few tentative free pla...
by bonob
Wed Jun 04, 2014 3:40 pm
Forum: Gameplay Help
Topic: Trying to understand the production numbers
Replies: 5
Views: 3510

Re: Trying to understand the production numbers

Ah yes, it works better when taking the hardness of 0.9 into account! In this case, we get - miner output = .5 / .9 ore/s = .55 ore/s - smelter output = 2 / 3.5 plate/s = .57 plate/s With my 7 miners and 7 steel furnaces, I get consumption = 7 * .55 = 3.9 ore/s = 233 ore/min, which is in between the...
by bonob
Wed Jun 04, 2014 2:35 pm
Forum: Gameplay Help
Topic: Trying to understand the production numbers
Replies: 5
Views: 3510

Trying to understand the production numbers

I'm trying to understand the production numbers, but it doesn't add up. I'm starting from the beginning, so the iron production. The thread Calculating production is asking a similar question, but there's no clear answer. In my scenario, I have 7 electric miners and a cumulated smelting speed of 14 ...
by bonob
Tue Jun 03, 2014 6:31 pm
Forum: Ideas and Suggestions
Topic: automatically chop trees when building something
Replies: 6
Views: 2558

Re: automatically chop trees when building something

You should try to burn them, it feels quite satisfying :twisted:
by bonob
Tue Jun 03, 2014 12:24 pm
Forum: Gameplay Help
Topic: SubStation
Replies: 3
Views: 2151

Re: SubStation

It's a big electric pole, with a large coverage.
by bonob
Sat May 31, 2014 6:51 pm
Forum: Implemented Suggestions
Topic: Consume chests from the end
Replies: 9
Views: 3209

Consume chests from the end

Hopefully it hasn't been suggested already. It's a very simple suggestion, it would be convenient if inserters consume chests from the end rather than the beginning. The use case is that I try to balance the goods between several aligned chests, typically to load a wagon or to feed the ore belt from...

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