Search found 200 matches
- Mon May 01, 2017 2:22 pm
- Forum: Ideas and Suggestions
- Topic: Generic Barreling/Unbarreling Recipe
- Replies: 16
- Views: 6787
Re: Generic Barreling/Unbarreling Recipe
I could see these copypasted sorts of recipies being moved to their own tab. Create a tab for 'machine-only' recipies that holds things like the furnace and barrel recipies. This will help reduce clutter when manual crafting, but will keep those recipies accessible for machine crafting and for refer...
- Mon May 01, 2017 2:14 pm
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 18317
Re: [0.15.5] No confirmation prompt on deleting a blueprint book
Yes please. I've deleted my blueprint master book like 12 times already on accident when trying to delete an individual blueprint from it. In previous versions I would keep a blueprint or two blank in the book as scratchpad for quick copypaste sorts of usage. While trying to remove these scratchpad ...
- Fri Apr 28, 2017 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Circuit Connection to Nuclear Reactor
- Replies: 10
- Views: 6813
Re: Suggestion: Circuit Connection to Nuclear Reactor
After thinking about the problem a bit more, I do now agree that it would also be important to be able to read the temperature of the reactor from the circuit network. In my current game, I don't think I need to be able to read the temperature, since it will always be below 600, due to me only usin...
- Thu Apr 27, 2017 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Circuit Connection to Nuclear Reactor
- Replies: 10
- Views: 6813
Re: Suggestion: Circuit Connection to Nuclear Reactor
Making a timer isn't that hard right? Isn't it just 4 or 5 combinators and then another 2 for a short-circuit reset? It could probably be much smaller but I'm not great at circuits in this game. Easiest way I've found is to make a counter- and then have it count 1 item on a 4 tile belt loop. Like s...
- Thu Apr 27, 2017 6:48 pm
- Forum: Outdated/Not implemented
- Topic: Limit Mining Drills to a specific resource
- Replies: 15
- Views: 18450
Re: Limit Mining Drills to a specific resource
Avoid placing miners on mixed resources early on- they show you what their yield will be so this is totally attainable. My preferred method of separating material is to direct the mixed belt into a loop, which then has 3 filter inserters for each material type standing by to remove that material ont...
- Wed Apr 26, 2017 11:37 pm
- Forum: Outdated/Not implemented
- Topic: a clock for the network(for timeswitches)and electric sensor
- Replies: 5
- Views: 1729
Re: a clock for the network(for timeswitches)and electric sensor
Use the accumulator as a sensor of power grid status- if your current generation capacity is not keeping up, it will start to discharge. A little hysteresis arrangement to keep the switch from bouncing obnoxiously, and it is more or less trivial to automate things like emergency steam power.
- Wed Apr 26, 2017 3:16 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Circuit Connection to Nuclear Reactor
- Replies: 10
- Views: 6813
Re: Suggestion: Circuit Connection to Nuclear Reactor
The mod "Reactors" had provided useful info such as core temperature and throttle % over circuits. They also accepted circuit inputs for manual throttle and shutdown. It would be nice to have similar capabilities on the vanilla reactor, that way it can be integrated properly into an energy...
- Wed Apr 26, 2017 2:45 pm
- Forum: General discussion
- Topic: Dealing with Trees
- Replies: 8
- Views: 4405
Re: Dealing with Trees
Fastest way I know of early game to deal with trees is by using grenades. As it happens, grenades are quite effective at removing even dense forests with just a few of them. Make enough of a base to get grenades and start blowing up the forests. Plus the grenades are useful against biters too, they ...
- Mon Apr 10, 2017 5:03 am
- Forum: Ideas and Suggestions
- Topic: Idea: Steam, Diesel and Electric locomotives
- Replies: 3
- Views: 2088
Re: Idea: Steam, Diesel and Electric locomotives
I've got a work in progress mod that implements steam locomotives. They require both fuel and water to operate, and need additional water added at regular intervals or they stop working. There are already mods that implement electric locomotives, and even nuclear powered locomotives. The default loc...
- Wed Apr 05, 2017 4:40 pm
- Forum: General discussion
- Topic: Factorio Release Cycle
- Replies: 22
- Views: 8138
Re: Factorio Release Cycle
Now you sound like my dad. "99/100? Well it's amazing but you could do better." Even at 100% you can still do better. During the Space Shuttle's useful life the SSME engines improved to be even more powerful than they had been at first. But rather than creating a conversion factor from or...
- Sat Apr 01, 2017 6:22 pm
- Forum: Ideas and Suggestions
- Topic: Hybrid tank (ground-railways)
- Replies: 11
- Views: 3995
Re: Train/tank or car switch
That would be quite interesting to have effectively a HiRail truck in Factorio. It would certainly allow for much faster transit over large distances because you could tell it to go to a particular station while on the rails and it would stop when it got there. Along similar lines though, there are ...
- Mon Mar 27, 2017 3:02 pm
- Forum: General discussion
- Topic: Factorio Release Cycle
- Replies: 22
- Views: 8138
Re: Factorio Release Cycle
Factorio's experimental releases are better quality than Bethesda's finished release games by a huge margin. Many players have never even seen an actual bug, let alone a gamebreaking one. Just be patient waiting for releases. These things take time. Especially graphics- coding it is one thing, graph...
- Sun Mar 26, 2017 9:48 am
- Forum: General discussion
- Topic: How to remove ore patches.
- Replies: 4
- Views: 9533
Re: How to remove ore patches.
This is so wasteful though.
I prefer to just mine it into a logistics network. The bots will automatically sort it by type and stow it in boxes to be delivered to a passing train so that the material can be utilized.
I prefer to just mine it into a logistics network. The bots will automatically sort it by type and stow it in boxes to be delivered to a passing train so that the material can be utilized.
- Wed Mar 22, 2017 4:49 pm
- Forum: General discussion
- Topic: Train bandwidth Questions
- Replies: 34
- Views: 14585
Re: Train bandwidth Questions
It's an infinite length train, the braking distance per wagon is effectively zero. :P Good point, I was thinking more towards practical sized trains though. I don't think I've seen anyone use trains with more than 8 wagons, and most large scale systems I see run primarily on 4 wagon trains (whether...
- Mon Mar 20, 2017 1:02 pm
- Forum: General discussion
- Topic: how do YOU manage barrels of oil?
- Replies: 66
- Views: 27265
Re: how do YOU manage barrels of oil?
I just use the logi bots to deal with it. Empty Barrels: Unload if less than 250. Load if greater than 500. All stations handling oil use similar numbers for empty barrels. The refinery will produce empty barrels up to a total of 1000, which gradually fills the entire system. Full barrels: Oil-produ...
- Wed Mar 08, 2017 9:32 pm
- Forum: Ideas and Suggestions
- Topic: Droids Pathfinding
- Replies: 14
- Views: 5806
Re: Droids Pathfinding
The pathfinding consists of point to point how can I get there in the minimum distance and thus flight time. They pull work from a simple queue, check if it can be performed, and if it can go do it. If they can't it goes back into the queue to be checked again later. Horseshoe shaped networks and th...
- Fri Mar 03, 2017 10:02 pm
- Forum: Ideas and Suggestions
- Topic: Modular vehicles
- Replies: 7
- Views: 3487
Re: Modular vehicles
Equipment grids are already available for vehicles to use.
However, the vanilla game does not have them enabled.
You need to use a mod that enables the equipment grid, or adds equipment with the grid enabled.
However, the vanilla game does not have them enabled.
You need to use a mod that enables the equipment grid, or adds equipment with the grid enabled.
- Fri Mar 03, 2017 5:17 pm
- Forum: General discussion
- Topic: Prevent Factorio from retrieving Steam achievements
- Replies: 6
- Views: 3102
Re: Prevent Factorio from retrieving Steam achievements
Install a mod that doesn't really do anything, maybe Loot Chest or EvoGUI. Factorio will then disconnect its achievements from Steam and start a new "modded" set of achievements in a separate file which can be deleted to reset them. Thanks! I have never used mods before, so I thought achi...
- Fri Mar 03, 2017 5:15 pm
- Forum: Ideas and Suggestions
- Topic: Oil (overflow) burner
- Replies: 29
- Views: 15028
Re: Burning tower
Wait can you burn the liquid you are passing though a burner? Nope. Burners heat liquids up. Steam engines turn hot liquids into electricity. All of them, not just water. At least unless they fixed it. I personally store unneeded liquids in tanks before advanced oil processing, after that it become...
- Thu Mar 02, 2017 3:48 pm
- Forum: General discussion
- Topic: How to stop alien respawns?
- Replies: 2
- Views: 6216
Re: How to stop alien respawns?
Good fences make good neighbors. The best way to stop biters from respawning is to establish a defended perimeter. They grow a big swarm of biters and then match to the area where the new base will be, then settle down to develop it. If you have an armed defensive line, the swarm will never reach it...