Currently we have three main tools for solving logistic problems: belts, trains and bots. Strictly speaking we also have pipes, but for simplicity we consider them as liquid belts.
Ideally these all have their strengths and weaknesses such that there are always tradeoffs and thus decisions to be ...
Search found 242 matches
- Sat Jan 13, 2018 12:41 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 643774
- Sat Jan 13, 2018 12:10 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 643774
Re: Friday Facts #225 - Bots versus belts (part 2)
I think the main issues are Bot access to Logistic chests and the inability of more then four (eight if you combo yellow and red) inserters from accessing a single chest. Bots are simply TOO good at taking and giving items to a chest and inserters are simply too weak. A thousand bots are able to ...
- Sat Jan 13, 2018 11:50 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 643774
Re: Friday Facts #225 - Bots versus belts (part 2)
Hi, first of all I want to note that I didn't read all the pages beforehand and I think I won't reply to any following ones. I'd just like to post my opinion for the devs to read and concider.
I don't mind Bots existing but I like to build my factories based on belts supportet by Bots to evade ...
I don't mind Bots existing but I like to build my factories based on belts supportet by Bots to evade ...
- Sat Jan 13, 2018 11:41 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 643774
Re: Friday Facts #225 - Bots versus belts (part 2)
I think the main issues are Bot access to Logistic chests and the inability of more then four (eight if you combo yellow and red) inserters from accessing a single chest. Bots are simply TOO good at taking and giving items to a chest and inserters are simply too weak. A thousand bots are able to ...
- Sat Jan 13, 2018 11:33 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 643774
- Fri Jan 12, 2018 7:40 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 643774
Re: Friday Facts #225 - Bots versus belts (part 2)
The new splitters options are fantastic! This will make some parts of belts so much less annoying and overall a great QoL improvement. Especially will be awesome for mixed ore patches instead of having to use like 10 filter inserters to fix mixed ore belts.
Especially we will be able to do Arumba ...
Especially we will be able to do Arumba ...
- Fri Jan 12, 2018 7:23 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 643774
Re: Friday Facts #225 - Bots versus belts (part 2)
https://www.factorio.com/blog/post/fff-225
https://mods-data.factorio.com/pub_data/media_files/bCrq9A2ntzzs.png
Also add fucking Loaders, which are already programmed in the game. Allow them to only put things in and out of cargo wagons and other chest types and put ores into and out of furnace ...
https://mods-data.factorio.com/pub_data/media_files/bCrq9A2ntzzs.png
Also add fucking Loaders, which are already programmed in the game. Allow them to only put things in and out of cargo wagons and other chest types and put ores into and out of furnace ...
- Fri Jan 12, 2018 7:21 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 643774
- Fri Jan 05, 2018 9:56 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 595297
Re: Friday Facts #224 - Bots versus belts
I think you could potentially make a lot of players mad if you removed bots or nerfed them too much. Perhaps you could add a starting condition which permanently disables logistic bot research/production in a particular save.
I proposed this exact same thing HERE:
https://factorio.com/blog/post ...
I proposed this exact same thing HERE:
https://factorio.com/blog/post ...
- Fri Jan 05, 2018 9:19 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 595297
Re: Friday Facts #224 - Bots versus belts
Wow. We are going places.
If you want to make the game better?
Do not remove features.
FUCKING ADD FEATURES!
Like:
-Belt Sorters: https://mods.factorio.com/mods/judos/beltSorter
-Belt Loaders Basic and Compact: https://mods.factorio.com/mods/Thaui/vanilla-loaders, https://mods.factorio.com/mods ...
If you want to make the game better?
Do not remove features.
FUCKING ADD FEATURES!
Like:
-Belt Sorters: https://mods.factorio.com/mods/judos/beltSorter
-Belt Loaders Basic and Compact: https://mods.factorio.com/mods/Thaui/vanilla-loaders, https://mods.factorio.com/mods ...
- Fri Jan 05, 2018 8:58 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 595297
Re: Friday Facts #224 - Bots versus belts
https://factorio.com/blog/post/fff-224
A simple solution that does no harm to anyone:
Remember how people played Marathon and Resource Overhaul mod? And then you made Hard Recipe and Railworld settings?
Just look at all the Config+/Advanced Settings/ReStack/Noxys Extra Settings Info mods on ...
A simple solution that does no harm to anyone:
Remember how people played Marathon and Resource Overhaul mod? And then you made Hard Recipe and Railworld settings?
Just look at all the Config+/Advanced Settings/ReStack/Noxys Extra Settings Info mods on ...
- Sat Dec 30, 2017 10:09 pm
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 70119
Re: Friday Facts #223 - Reflections on 2017
WTF?!
Why have you not just changed the cargo wagon stack size for ANY and ALL barrel types!?
Why change the fucking internal volume of barrels?!
Again..
WTF?!
Why have you not just changed the cargo wagon stack size for ANY and ALL barrel types!?
Why change the fucking internal volume of barrels?!
Again..
WTF?!
- Fri Dec 08, 2017 10:03 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 119595
- Sat Dec 02, 2017 3:27 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 127695
Re: Friday Facts #219 - Cliffs
Looks more like the Starcraft Cliffs to me.
That was my first thought as well.
Would be interesting if similar damage/visibility modifiers also applied as in SC :)
Reminds me more of the Age of Empires cliffs/hills. It has similar computer logic implementation like Factorio ones.
http://media ...
That was my first thought as well.
Would be interesting if similar damage/visibility modifiers also applied as in SC :)
Reminds me more of the Age of Empires cliffs/hills. It has similar computer logic implementation like Factorio ones.
http://media ...
- Sat Dec 02, 2017 6:35 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 127695
Re: Friday Facts #219 - Cliffs
Okay. Idea time:
You could create upwards platforms, with a recipe for a Platform Block being concrete and steel beams and landfill blocks .Something like from StarCraft. Basically artificial cliffs and only for building on top of the 0-ground level. Not below it.
http://media.moddb.com/images ...
You could create upwards platforms, with a recipe for a Platform Block being concrete and steel beams and landfill blocks .Something like from StarCraft. Basically artificial cliffs and only for building on top of the 0-ground level. Not below it.
http://media.moddb.com/images ...
- Sat Nov 18, 2017 11:07 am
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 53564
Re: Friday Facts #217 - Just another Friday Facts
Making sure the starting area is not covered by trees.
I've said it before and I'll say it again: If a scenario included crash landing and a debris field, the explosions and resulting fires would make a nice clear area in which to start building, while adding some initial excitement. ;-)
Hmm ...
I've said it before and I'll say it again: If a scenario included crash landing and a debris field, the explosions and resulting fires would make a nice clear area in which to start building, while adding some initial excitement. ;-)
Hmm ...
- Fri Nov 10, 2017 9:35 pm
- Forum: News
- Topic: Friday Facts #216 - Paving a path for the GUI update
- Replies: 57
- Views: 41613
Re: Friday Facts #216 - Paving a path for the GUI update
https://www.factorio.com/blog/post/fff-216
I hope you have the games source code burned on a DVD or two somewhere and not just on a hard drive. I can see the competition trying to send you a virus bomb to destroy your game. It is rumored that Bethesda did that to a Polish company who was making a ...
I hope you have the games source code burned on a DVD or two somewhere and not just on a hard drive. I can see the competition trying to send you a virus bomb to destroy your game. It is rumored that Bethesda did that to a Polish company who was making a ...
- Fri Nov 10, 2017 8:36 pm
- Forum: News
- Topic: Friday Facts #216 - Paving a path for the GUI update
- Replies: 57
- Views: 41613
Re: Friday Facts #216 - Paving a path for the GUI update
but it wouldn't be us if we didn't break mod compatibility in a new release.
:lol:
Maybe it will finally force the lazybones who haven't fixed bugs in their mods since 0.14 (and basically only made their mods compatible for 0.15 and nothing else) to get up their arse and start working on their ...
:lol:
Maybe it will finally force the lazybones who haven't fixed bugs in their mods since 0.14 (and basically only made their mods compatible for 0.15 and nothing else) to get up their arse and start working on their ...
- Fri Oct 27, 2017 9:36 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 107263
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
GotLag. The liquids are not burned fast enough because the fluid mechanics changed in 0.15. The devs increased the pipe volume of all liquids to the point I need to build rows upon rows of vents to to even make a dent in the volume of liquids from just a single pipe! 
- Fri Oct 13, 2017 8:16 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 98091
Re: Friday Facts #212 - The GUI update (Part 1)
Like [Marcus] 猛虎爆進拳 proposed on Steam, I support his motion to add an Alternate Skin option for the GUI..for those of us who love the Fallout-y look of the game:
Original:
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/12002589/4917c8c6294dc1a279521c8ac9d058b989dddf36.png ...
Original:
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/12002589/4917c8c6294dc1a279521c8ac9d058b989dddf36.png ...