Search found 87 matches

by ili
Fri Dec 23, 2016 5:33 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 35233

Re: Friday Facts #170 - Blueprint library GUI design and redesign

tk0421 wrote:since i dont use mods any more, one of the modded features i miss most is blueprint flipping. would LOVE to see a version of that integrated.
Looks awesome!
+1 for Mirror button in the new blueprint screen
by ili
Sat Dec 10, 2016 12:33 am
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 73931

Re: Friday Facts #168 - Nightvision Nightmare

Although I agree with some of the new night vision criticism--it could use some work--I really like the thinking behind it! Rewarding placement of lighting is an interesting idea, and other optic benefits could add to the usefulness of researching and wearing night vision goggles. Here's my stab at...
by ili
Sat Nov 26, 2016 3:12 am
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 63683

Re: Friday Facts #166 - Combat Revisit

Hello,the hopefully final 0.14 version was recently released
So... 0.15 experimental? :mrgreen:
by ili
Fri Nov 18, 2016 9:46 pm
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 45165

Re: Friday Facts #165 - Death by a thousand cuts

If mods have a problem of local editing on multiplayer games making desyncs
maybe it will be beneficial to add Signatures/checksum to the mod that will be verified against the server version of the mod to prevent inconsistencies and corruptions
by ili
Sat Nov 12, 2016 10:19 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 107020

Re: Friday Facts #164 - Nuclear power

Politically speaking, I think a nuclear reactor exploding when it overheats sends an overdone, lazy, and above all, misleading, message about the way nuclear power works "innocent" mistakes , repeated like this pervasively in the media, are one of the main reasons why people are so irrati...
by ili
Sat Oct 29, 2016 12:49 am
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 63611

Re: Friday Facts #162 - Theme Art Again

As a lot of players I also think that: 1. Game need to have an option to be finished without Artifacts/Killing Biters (Add "No Biters" option in the map creation in addition to "peaceful mode"). 2. Artifacts drop rate reduced dramatically to less then 1 per biters nest (So it's n...
by ili
Fri Oct 21, 2016 4:23 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 50192

Re: Friday Facts #161 - Infinite Research and Blueprint Library

Is Nuclear power going as planed for 0.15?
I just "finished" my second vanilla full playthrough and my map looks like a huge solar farm with a little base on the side
I need !!!MORE POWER!!! :D
So I decided to continue on this map only when nuclear power will be available...
Thank you
by ili
Mon Oct 17, 2016 11:33 am
Forum: Show your Creations
Topic: Modular/smart furnace line
Replies: 10
Views: 4959

Re: Modular/smart furnace line

Acarin wrote:I think he means "central" buffers?
Yes, sorry typo :lol:
Anyway I continue to use original version on my base, I have 2 lines but I built the infrastructure to support 4 lines

Your buffers + The special timing splitters setup is nice but I think it will take a lot of space...
by ili
Sat Oct 15, 2016 12:23 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 115244

Re: Friday Facts #160 - Playtesting

Very nice changes Increase stack sizes of belts,walls and pipes from 50 to 100, this is mainly for the later stage of the game with personal roboports, where making train stations and expansions meant having not enough of belts and walls way too often. This is why when you create a new outpost you t...
by ili
Sat Oct 15, 2016 3:25 am
Forum: Show your Creations
Topic: Modular/smart furnace line
Replies: 10
Views: 4959

Re: Modular/smart furnace line

I have removed your output filter section and added a splitter-based filter bank based on XKnights filter design. It only works with blue belts, so I needed to put the two red belts onto two blue belts. After the filter bank I have added four buffers that can each handle two blue belts. You don't n...
by ili
Fri Oct 14, 2016 9:52 pm
Forum: Show your Creations
Topic: Modular/smart furnace line
Replies: 10
Views: 4959

Re: Modular/smart furnace line

I have removed your output filter section and added a splitter-based filter bank based on XKnights filter design. It only works with blue belts, so I needed to put the two red belts onto two blue belts. After the filter bank I have added four buffers that can each handle two blue belts. What kind o...
by ili
Fri Oct 14, 2016 8:02 am
Forum: Show your Creations
Topic: Modular/smart furnace line
Replies: 10
Views: 4959

Re: Modular/smart furnace line

Hi I added a blueprint The output balancing is not so good, One lane is filling on the output belts or stuff getting to the end of the inner unsorted belts depending on the sorters inserters config If you can help that will be great :D Update Improved output separator, added 4 lights that indicates ...
by ili
Thu Oct 13, 2016 6:29 am
Forum: Show your Creations
Topic: Modular/smart furnace line
Replies: 10
Views: 4959

Re: Modular/smart furnace line

I can't really see how the belts are used.. Is the input belt always filled with one ore type per line or can it switch material depending on demand? Can you share a blueprint or savegame please? Hi The stone and the iron plate input are dedicated belts The iron ore and copper ore input have 2 belt...
by ili
Wed Oct 12, 2016 12:51 am
Forum: Show your Creations
Topic: Modular/smart furnace line
Replies: 10
Views: 4959

Modular/smart furnace line

Hi I created a furnace setup that take: 2 iron ore belts 2 copper ore belts 1 stone belt 1 iron plate belt It will smelt them by the factory demand for iron, copper, brick and steel, It can output up to 2 full belts of the demanded materials the furnaces should never get stack as the input is counte...
by ili
Tue Oct 11, 2016 2:39 pm
Forum: Gameplay Help
Topic: Need Circuit network counting help
Replies: 3
Views: 1710

Re: Need Circuit network counting help

You have run into the Tar Baby of Factorio - trying to build a smart, workable steel furnace :-) The best solution so far is XKnight's (https://forums.factorio.com/viewtopic.php?f=193&t=31766), but the general conclusion appears to be that, in the current version of the game, it is functionally...
by ili
Mon Oct 10, 2016 8:36 pm
Forum: Gameplay Help
Topic: Need Circuit network counting help
Replies: 3
Views: 1710

Re: Need Circuit network counting help

Update
I think I fixed the right one by adding this 3 to overcome the staking problem
But it have 4 combinations now which take too much space, is there a better way?
by ili
Mon Oct 10, 2016 8:05 pm
Forum: Gameplay Help
Topic: Need Circuit network counting help
Replies: 3
Views: 1710

Need Circuit network counting help

Hi I want to load an Electric furnace with Iron to make Steel when I send it a Steel signal Then I need it to stop when the Steel signal is stopped AND the furnace is empty of Iron (so it can do other smelting) I tried to do this by counting the input and stopping when it have 5 plates but my setups...
by ili
Sun Oct 02, 2016 2:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.12] Desync when joining big game
Replies: 15
Views: 5172

Re: [0.14.12] Desync when joining big game

Loewchen wrote:
kovarex wrote:Is the server still running? Is it still desyncing, do you have access to the server?
I connected and met the person who just restarted it...
Yes it up
I tried again and got Desync again
by ili
Sat Oct 01, 2016 2:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.12] Desync when joining big game
Replies: 15
Views: 5172

Re: [0.14.12] Desync when joining big game

Loewchen wrote:I don't understand why, when the game is 150MB big, it later on downloads a 10MB map.
Yep it's strange, sometimes it downloaded a smaller file, maybe it downloads only the changes from the previous download?
by ili
Sat Oct 01, 2016 12:38 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.12] Desync when joining big game
Replies: 15
Views: 5172

[0.14.12] Desync when joining big game

Hi Yesterday I played in "FACTORIO Vanilla Multiplayer Server [EU1]" Now when I try to join it again I get Desync when getting in the game or a few seconds later The game is big ~150MB Reports ZIPs Link (4 reports): https://mega.nz/#F!ct4lBAJB!MPXbusZbtIdo4WlFf2m-Tg Also one time after the...

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