Search found 142 matches

by User_Name
Thu Dec 04, 2014 3:12 pm
Forum: Ideas and Suggestions
Topic: Save game names
Replies: 29
Views: 11608

Re: Save game names

There is nothing special about space on any platform for the past 15 years or so
by User_Name
Thu Dec 04, 2014 12:27 pm
Forum: Ideas and Suggestions
Topic: trash bins
Replies: 11
Views: 6593

Re: trash bins

Place trash in the wooden chest and shoot it
by User_Name
Thu Dec 04, 2014 12:15 pm
Forum: Show your Creations
Topic: Simple controller to auto add robots to logistic system
Replies: 6
Views: 9054

Re: Simple controller to auto add robots to logistic system

See comment by manghoti on reddit for compact & beltless variant for logistic bots.
by User_Name
Thu Dec 04, 2014 12:04 pm
Forum: Implemented Suggestions
Topic: Cobblestone and stone brick paths.
Replies: 1
Views: 1489

Re: Cobblestone and stone brick paths.

There is a mod for that (roadworks)
by User_Name
Thu Dec 04, 2014 11:58 am
Forum: Gameplay Help
Topic: 90 degree merge
Replies: 17
Views: 7903

Re: 90 degree merge

This is not always like so! It's much more complicated. Please see the linked articles in https://forums.factorio.com/wiki/index.php?title=Splitters/Priority Sorry for the provisional state of the wiki article, but I think this is might change in near future (see https://forums.factorio.com/wiki/in...
by User_Name
Thu Dec 04, 2014 11:54 am
Forum: General discussion
Topic: Belt buffers
Replies: 37
Views: 45433

Re: Belt buffers

So, what do I expect from ideal high-performance buffer? Input : -store overflow only, do not interfere with normal item flow Splitter cascade does that reasonably well Output : 1) if bus is 100% compressed, buffer should not leak 2) if bus is not fully compressed, buffer should saturate it to 100% ...
by User_Name
Thu Dec 04, 2014 10:08 am
Forum: Show your Creations
Topic: Tired of babysitting expansions? Auto-supply w/ trains!
Replies: 20
Views: 31662

Re: Tired of babysitting expansions? Auto-supply w/ trains!

Zourin wrote: As for drones, Kovarex really needs to count active drones (or at least inactive ones) as being a part of the logistic network for inventory count purposes.
You can count them yourself
https://forums.factorio.com/forum/vie ... f=8&t=7002
by User_Name
Wed Dec 03, 2014 5:49 pm
Forum: Energy Production
Topic: Oil Power Plants, reliable way of making electricity.
Replies: 42
Views: 69396

Re: Oil Power Plants, reliable way of making electricity.

Great job. I was always curious how much power 0.1 well produces, and what is the best way to convert crude oil to solid fuel.
by User_Name
Wed Dec 03, 2014 4:48 pm
Forum: Gameplay Help
Topic: 90 degree merge
Replies: 17
Views: 7903

Re: 90 degree merge

Note that this is not perfect. You will end up with some being pulled from the buffer regardless. Interesting. When I was testing design concepts for buffer, I got unsatisfactory results from the splitter side bias test case. I guess the behavior displayed in this picture occurs only with partially...
by User_Name
Tue Dec 02, 2014 10:28 pm
Forum: Gameplay Help
Topic: 90 degree merge
Replies: 17
Views: 7903

Re: 90 degree merge

Nirahiel wrote:Add a higher speed belt at the join ?
It helps, but even blue T-joint can't compress yellow belt fully.
And if your bus is already blue, well...you are out of luck.
by User_Name
Tue Dec 02, 2014 9:06 pm
Forum: Gameplay Help
Topic: 90 degree merge
Replies: 17
Views: 7903

Re: 90 degree merge

Hm I guess if you neither care about the speed nor have any special other constraints then just do whatever you want :) Might get a bit more interesting if for example you want to take most of the material from a special line (example spare local mine as long as enough ore is delivered via train). ...
by User_Name
Tue Dec 02, 2014 8:57 pm
Forum: Ideas and Suggestions
Topic: New abilities for smart inserters (and a locomotive change)
Replies: 20
Views: 6837

Re: New abilities for smart inserters (and a locomotive chan

That will significantly change the game. For example, smelting line would not need a belt anymore, it can be daisy-chained line of smart inserters utilizing stack bonus to output shitload of copper it produces into one box.
by User_Name
Tue Dec 02, 2014 8:40 am
Forum: Show your Creations
Topic: Making things challenging
Replies: 8
Views: 7513

Re: Making things challenging

Try RSO mod. It makes ore patches that are further from your base more rich. Makes them very sparse too, forcing you to explore and use trains.
by User_Name
Tue Dec 02, 2014 8:19 am
Forum: Show your Creations
Topic: Simple controller to auto add robots to logistic system
Replies: 6
Views: 9054

Re: Simple controller to auto add robots to logistic system

I made a video

Adding both construction and logistic bots when needed
https://www.youtube.com/watch?v=-YGDgJWnjlk
by User_Name
Mon Dec 01, 2014 5:54 pm
Forum: Show your Creations
Topic: Simple controller to auto add robots to logistic system
Replies: 6
Views: 9054

Re: Simple controller to auto add robots to logistic system

There was a known bug, that poles, standing very near at diagonal track get destroyed, if the train comes by. Yes, it works, thank you! Much easier and precise way to test for construction bots. http://i.imgur.com/P0yBSa5.png We can set up track and 4 poles far from roboport and make train destroy ...
by User_Name
Mon Dec 01, 2014 3:52 pm
Forum: Implemented Suggestions
Topic: Trees should regenerate health (or have hidden HP bars) ☸
Replies: 59
Views: 27553

Re: Trees should regenerate health

GewaltSam wrote: trees regenerate their hp
+1. Hate health bars on trees in random places of the map
by User_Name
Mon Dec 01, 2014 3:48 pm
Forum: General discussion
Topic: How do YOU fight biter nests?
Replies: 21
Views: 18243

Re: How do YOU fight biter nests?

Early mid game - tank.
Late game - armor plus destroyers, and it feels like I'm cheating.
by User_Name
Mon Dec 01, 2014 3:40 pm
Forum: General discussion
Topic: Power Demands
Replies: 7
Views: 3238

Re: Power Demands

Biters attack power poles only if they are placed in the "area of rage" (the term/mechanic was explained somewhere on the forums, but I can't find it).

Relocate your power line further from your main polluters and it will be safe.
by User_Name
Mon Dec 01, 2014 1:41 pm
Forum: Show your Creations
Topic: Simple controller to auto add robots to logistic system
Replies: 6
Views: 9054

Re: Simple controller to auto add robots to logistic system

uber_kerbonaut on reddit suggested to use a sacrificial objects to sense if we need to add more construction bots in the roboport. One way to do it: laser turret outside the wall. When it gets destroyed, inserters will pass alien artifacts. We time how many of these gets through, and add new constru...
by User_Name
Sun Nov 30, 2014 8:51 pm
Forum: Mods
Topic: [Mod 0.11.x] Foreman - Blueprint Manager
Replies: 71
Views: 93747

Re: [Mod 0.11.x] Foreman - Blueprint Manager

Yep, I just checked and Dave's mod can't import the string it produces, resulting in the same error.

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