Nice. I like how you use one inserter to insert three different items (above the blue science assembler).
I don't understand what the long handed inserter below the rocket assembler does. Is it just a leftover from some modification?
Search found 155 matches
- Fri Mar 01, 2013 11:24 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Super compact blue FACTORIES. Made by Kwiz and Vel-master
- Replies: 60
- Views: 53819
- Fri Mar 01, 2013 8:13 pm
- Forum: Ideas and Suggestions
- Topic: [Idea] Crates
- Replies: 18
- Views: 14056
Re: [Idea] Crates
Unfortunately not. Inserters can already load a car, though, if you manage to not run them over.
- Fri Mar 01, 2013 7:30 pm
- Forum: Ideas and Suggestions
- Topic: [Idea] Crates
- Replies: 18
- Views: 14056
Re: [Idea] Crates
How about a special kind of inserter that can move entire stacks, but only if it's not from or to the ground? So you can quickly move items between chests and assembling machines/cars (and trains, once they can actually carry cargo). I could already imagine using this to build a quick refueling stat...
- Thu Feb 28, 2013 9:45 pm
- Forum: Combinator Creations
- Topic: The memory cell, and what we can do with it
- Replies: 2
- Views: 5771
Re: The memory cell, and what we can do with it
Great write-up, much more detailed (and general) than mine :-) I actually considered using just one memory cell, but decided against it because the condition can't be set precisely. •If one or more of the output belts are filled with items so that inserters can not drop items on them, the entire con...
- Thu Feb 28, 2013 8:05 pm
- Forum: Show your Creations
- Topic: How to make a material splitter
- Replies: 12
- Views: 28607
Re: How to make a material splitter
I like the concept, but I was wondering if there was a better way to set the ratio at which resources are split. If you wanted to split resources at an odd ratio, you would have to build a lot of chests. So here's my design (set to split 7:3:5): https://wrtlprnft.net/resource_divider.png It's not ob...
- Wed Feb 27, 2013 2:41 pm
- Forum: Show your Creations
- Topic: first factory, Improvement?
- Replies: 7
- Views: 8566
Re: first factory, Improvement?
2. These turrets useless in this place. I disagree. They're right next to the radar, which is the only thing the creepers will attack besides the player. Also note that on this map the player doesn't have access to underground belts and long handed inserters, so building anything complex is kind of...
- Tue Feb 26, 2013 10:08 pm
- Forum: General discussion
- Topic: [Invalid ^^] Failing the Kickstarter
- Replies: 75
- Views: 43206
Re: Failing the Kickstarter
If we don't make it, they won't see a dime of the campaign money :-/Xinvoker wrote:Even if we don't, it's gonna be so close that the devs can cover the difference.
So we'd better do make it!
- Mon Feb 25, 2013 9:24 pm
- Forum: General discussion
- Topic: Indiegogo funding/alpha status question
- Replies: 2
- Views: 5854
Re: Indiegogo funding/alpha status question
If you back the project, you (almost) instantly get access to an alpha version with many more features than the demo. So you will get to see the current state of the game regardless of whether the campaign succeeds. The devs said somewhere else that they consider allowing people to buy the alpha if ...
- Mon Feb 25, 2013 8:00 pm
- Forum: Implemented Suggestions
- Topic: Furnance off grid.
- Replies: 21
- Views: 17508
Re: Furnance off grid.
Furnaces are actually 2×2 buildings (same size as a burner mining drill). I agree that the graphics are kind of confusing, though.
- Mon Feb 25, 2013 7:38 am
- Forum: Development Proposals
- Topic: [Polls Closed] Creepers in the demo
- Replies: 34
- Views: 48326
Re: [Polls] Creepers in the demo
I think it should be more obvious that there is a cap to the number of creepers that can attack you at the same time (because the number of creeper spawners is fixed, so the number of creepers that are available for the script to order around is limited). On the demo level, you can defend yourself a...
- Sat Feb 23, 2013 7:08 am
- Forum: Resolved Problems and Bugs
- Topic: Resources on removed belt block a new belt
- Replies: 4
- Views: 4032
Re: Resources on removed belt block a new belt
Can't you just walk over the coal pressing the F key to pick it up (F picks up resources lying on the ground)?
- Fri Feb 22, 2013 10:10 am
- Forum: Outdated/Not implemented
- Topic: Alien massacre
- Replies: 6
- Views: 9299
Re: Alien massacre
I like the idea of an automated alien slaughter and juice extraction machine All in the name of science, of course.
- Fri Feb 22, 2013 8:16 am
- Forum: General discussion
- Topic: Conveyor belts - split
- Replies: 6
- Views: 8749
Re: Conveyor belts - split
Have you considered just allowing the player to place transport belts on a .5 unit grid? That would make zippers unnecessary and also allow inserters to insert to the near side of the belt if you place it slightly farther away. There would need to be some way to build transport belts of half length,...
- Thu Feb 21, 2013 9:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.8] Shooting
- Replies: 10
- Views: 7186
Re: Shooting
Did you have your mouse cursor near any of the creepers? The automatic targeting only seems to work if your cursor is within about 10 squares of the target. This used to happen to me a lot until I figured this out.
- Thu Feb 21, 2013 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.9] First steps, level-02: mining drill count
- Replies: 1
- Views: 2881