Search found 237 matches
- Wed Aug 23, 2017 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Place power poles while running - extend behavior to ghosts?
- Replies: 2
- Views: 1268
Place power poles while running - extend behavior to ghosts?
TL;DR You can place power poles at perfect spacing while running. This behavior should be extended to power pole ghosts. What ? If you are placing power poles and hold down the mouse button while running, they will automatically be placed in a nice line at perfect spacing. But, if you try the same ...
Re: Oils
If you're relatively quick with getting blue science set up as soon as you finish your first refinery, you can place 1-2 tanks for light and heavy oil and have cracking researched long before they fill up.
- Fri Aug 18, 2017 11:04 pm
- Forum: General discussion
- Topic: [Poll] Is it worth switching to electric furnace
- Replies: 36
- Views: 20501
Re: [Poll] Is it worth switching to electric furnace
Electric furnaces, because with nuclear, power is free.
- Mon Aug 14, 2017 7:18 pm
- Forum: General discussion
- Topic: Early-Midgame bottleneck
- Replies: 18
- Views: 8237
Re: Early-Midgame bottleneck
WTF blue/black/purple 20 hours Lol yup that sounds about right ;) Except really, you need gold as well! The different science packs were intended to give you freedom to move in different directions (military vs production vs high tech), to allow more choice. But I don't think it quite worked out th...
- Mon Aug 14, 2017 4:47 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 59167
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Couldn't you just use active providers to "push" the items into the filtered storage chests? No, because if all your items wind up in unfiltered storage chests there is nothing motivating them to move into the filtered slots that you intend to use as buffers. Even if filtered slots have h...
- Fri Aug 11, 2017 11:39 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 59167
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Now we only need a way to make sure the bots fly sensible routes, without passing over things like power backout zones, or behemoth spitter nests ;-) This. PLEASE!!! :) I've always wondered what the "logistic area" and "build area" of a roboport actually mean physically, since b...
- Fri Aug 11, 2017 11:33 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 59167
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
I'm sorry, but I fail to see how the buffer chests would be better than adding filters to storage chests. The buffer chest looks to me like a storage chest with filters, and I can't seem to tell the difference between the two . Could someone please enlighten me? But I do agree the concept of a filt...
- Fri Aug 11, 2017 11:00 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 59167
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Yay! Much appreciated :) Will bots deliver extra parts from deconstruction orders into buffers above the number of items requested? Or will those always go straight to storage? I'm wondering if these can be used to solve the old problem of when you want to recycle many of your yellow (or red) belts ...
- Wed Aug 09, 2017 6:47 pm
- Forum: Gameplay Help
- Topic: How do you plan rail placement?
- Replies: 4
- Views: 1947
Re: How do you plan rail placement?
My new preferred strategy is to have a blueprint with a complete station on it - miners, station, and intersection w/ the main track. That way I literally just place the blueprint on top of the ore patch, then route the main train line to the intersection. I have a couple of variants (1 station or 2...
- Tue Aug 08, 2017 8:30 pm
- Forum: General discussion
- Topic: i find this game become boring after 100 hour.
- Replies: 110
- Views: 38838
Re: i find this game become boring after 100 hour.
Yeah, it doesn't stay interesting forever... but 100 hrs is longer than almost any other game I've played 
- Wed Aug 02, 2017 7:33 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: fractal 2048 belt balancer (and bigger?)
- Replies: 99
- Views: 135272
Re: fractal 512 belt balancer
I know that each imput needs to be able to reach each output, so whats the point of doing it like the one on the right when the one on the left is smaller and uses less splitters? I think you've touched on the fundamental pointlessness of balancing ;) TL:DR - Balancers, as defined by the community,...
- Mon Jul 31, 2017 7:43 pm
- Forum: Balancing
- Topic: portable solar panels
- Replies: 42
- Views: 14810
Re: portable solar panels
In my last game (vanilla), I have a modular armor with 2 roboports, night vision, 2 batteries (for night) and 9 PSP. Well I have come to a point that I try to catch as many bots as I can before they come back recharging to be able to sustain decent power level in my armor. This totally works in van...
- Mon Jul 24, 2017 7:39 pm
- Forum: Gameplay Help
- Topic: Single rail train network
- Replies: 51
- Views: 17359
Re: Single rail train network
Point was that it is 1-rail system but there are no bypasses, no traffic jams, no deadlocks. You can argue that it is a 2-rail system with the 2 rails spread apart so the whole thing forms a big circle and you are right. You can think of it that way. It is the same as a 2-rail system where you can ...
- Thu Jul 20, 2017 9:57 pm
- Forum: Ideas and Suggestions
- Topic: Circuit wires are hard to see
- Replies: 5
- Views: 1441
Re: Circuit wires are hard to see
Yeah I specifically avoided mentioning color blindness since I'm not an expert on it and I know there are already color-blind friendly mods. I think reducing the clutter is relevant whether you have trouble seeing colors or not (to my knowledge, I have no color disability).
- Thu Jul 20, 2017 9:53 pm
- Forum: Balancing
- Topic: Advanced circuit craft time is too long / unbalanced need
- Replies: 8
- Views: 4369
Re: Advanced circuit craft time is too long / unbalanced need
Ok, maybe "Kilobase" would be a better term ;) Is there an agreed upon threshold for "Megabase"? I used to kinda think of it as 1 rocket per minute, which is about 2x what you need for 10 science/sec but requires a similar base size because of the other science packs. I'd conside...
- Thu Jul 20, 2017 8:08 pm
- Forum: General discussion
- Topic: The purpose of automation.
- Replies: 25
- Views: 7748
Re: The purpose of automation.
But what if we could domesticate aliens? Instead of killing them capture them. Put them to work in factories or power generation. Wouldn't it be just cool to have a big hamster wheel with a biter running in it to make it spin? :) Interesting thought, but I worry about the biter's health. Guinea pig...
- Thu Jul 20, 2017 3:33 pm
- Forum: Gameplay Help
- Topic: Single rail train network
- Replies: 51
- Views: 17359
Re: Single rail train network
Yes, it is not (yet) a deadlock. As soon as one train is empty it will leave and the traffic jam will be cleared. But now all your traffic is blocked behind the ore train and moves at the speed you unload and consume ore. This will be painfully slow but might work for a time. Then eventually you ru...
- Wed Jul 19, 2017 7:15 pm
- Forum: Gameplay Help
- Topic: Single rail train network
- Replies: 51
- Views: 17359
Re: Single rail train network
for a simple example, if you have 4 ore trains and only 3 ore offloading stations, if 3 of them are at the offloading stations and the fourth tries to get there, it's an immediate permanent roadblock once it enters the section of track leading to those offload points.... unless you compromise on de...
- Wed Jul 19, 2017 7:06 pm
- Forum: Gameplay Help
- Topic: Single rail train network
- Replies: 51
- Views: 17359
Re: Single rail train network
Network: "a group or system of interconnected people or things" The word "network" makes no assumptions about the number of interconnected things, or their density... so I'm not sure I follow your logic. Also, I'm sorry if I missed a post where you explained your assumptions, bu...
- Wed Jul 19, 2017 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Roboport extender
- Replies: 8
- Views: 3444
Re: Roboport extender
I wonder if the problem would be somewhat mitigated if roboport ranges actually were defined by the range a robot can travel on a single charge - which is much farther than roboport connection range. It has always bothered me that roboport range is arbitrary and does not make sense with behavior you...