Search found 155 matches

by wrtlprnft
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

Re: Super compact blue FACTORY. Made by Vel-master

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?
by wrtlprnft
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.
by wrtlprnft
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...
by wrtlprnft
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...
by wrtlprnft
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...
by wrtlprnft
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...
by wrtlprnft
Tue Feb 26, 2013 10:08 pm
Forum: General discussion
Topic: [Invalid ^^] Failing the Kickstarter
Replies: 75
Views: 43206

Re: Failing the Kickstarter

Xinvoker wrote:Even if we don't, it's gonna be so close that the devs can cover the difference.
If we don't make it, they won't see a dime of the campaign money :-/

So we'd better do make it!
by wrtlprnft
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 ...
by wrtlprnft
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.
by wrtlprnft
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...
by wrtlprnft
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)?
by wrtlprnft
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 :-D All in the name of science, of course.
by wrtlprnft
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,...
by wrtlprnft
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.
by wrtlprnft
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

[Resolved 0.2.9] First steps, level-02: mining drill count

Hi,

on the second demo level, if I mine all the mining drills, the current count is displayed as -1:

Image

The error is in /usr/share/factorio/campaigns/demo/level-02/control.lua:251 :-)

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