Search found 63 matches
- Wed Jul 13, 2016 9:37 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 96766
Re: [MOD 0.13.x] Bottleneck
While instant on/off behavior is fine for green and yellow, I find red could benefit from a delay, if the machine is short on resources, it could force the light red for the next five seconds. Seems like 0.13 creates a lot more situations where you're short of resources for extremely short periods o...
- Tue Jul 12, 2016 2:15 pm
- Forum: General discussion
- Topic: 5 Must Have Mods!!!
- Replies: 15
- Views: 11256
Re: 5 Must Have Mods!!!
Have to agree with the reply, most of ops "must have" changes the game balance in favor of the player, but throwing around the word cheating is just soo last year, might as well claim using a car, instead of a horse, is cheating, it's extremely outdated mentality. Modding isn't cheating. I...
- Sun Jul 10, 2016 8:30 pm
- Forum: Balancing
- Topic: [0.13] Increase copy/paste filter numbers for requester chests
- Replies: 16
- Views: 5389
Re: [0.13] Increase copy/paste filter numbers for requester chests
The copy should really consider resources needed for X second of operation, that's where the main issue is at the moment, that the request is independent on how fast the machine needs items, especially since the whole game is designed around what you can do in a given time period.
- Thu Jul 07, 2016 9:54 am
- Forum: Gameplay Help
- Topic: [0.13.x] Need help to understand the new biter expansion
- Replies: 14
- Views: 4412
Re: [0.13.x] Need help to understand the new biter expansion
Another major thing people has mentioned, but I'm not sure of, is that biters need to be able to path to a location. This make walls around an area important, putting a wall along rail lines can create huge areas of protected zones. Biters that get annoyed by fire can go on really long hunts, for wh...
- Thu Jul 07, 2016 12:59 am
- Forum: General discussion
- Topic: When do you use logi bots?
- Replies: 14
- Views: 5101
Re: When do you use logi bots?
I completely disagree with the ops reasons for not using bots. Low throughput is ALWAYS something that you should use bots for, because any item on a belt is useless, unless the belt is moving that item at optimal throughput. High throughput stuff like ore/iron plates is, because they get setup befo...
- Tue Jul 05, 2016 5:44 pm
- Forum: Railway Setups
- Topic: 0.13 Smart supply-train loader + other solutions
- Replies: 89
- Views: 38634
Re: Smart supply-train loader
Nice.
My current "work" wagon, is fed by 24 requester chests/long inserters, but if I ever need more than 24 different items pr. wagon, this looks like the way to go.
My current "work" wagon, is fed by 24 requester chests/long inserters, but if I ever need more than 24 different items pr. wagon, this looks like the way to go.
- Tue Jul 05, 2016 5:36 pm
- Forum: General discussion
- Topic: 0.13 Count Perfect Chest Item Count
- Replies: 33
- Views: 13374
Re: 0.13 Count Perfect Chest Item Count
What's the use of having an exact number of items in a chest? A classic problem of automation is that inserters get stuck with an item in hand if the destination is full, if you have the item count perfect you can ensure safe unloading of multiple items chests. I generally design my systems with ju...
- Sun Jul 03, 2016 8:32 pm
- Forum: General discussion
- Topic: 0.13 Count Perfect Chest Item Count
- Replies: 33
- Views: 13374
0.13 Count Perfect Chest Item Count
With the changes in 0.13 and with logistics robots, getting precise item counts has become a lot harder, for a while I thought it was actually impossible. I wanted to create a chest with 5/5 robots and a roboport for picking up when I create a outpost maintenance network, but logistic robots did som...
- Sun Jul 03, 2016 7:37 pm
- Forum: Railway Setups
- Topic: Simple combinator-free safe rail crossing
- Replies: 23
- Views: 46512
Re: Simple combinator-free safe rail crossing
Great idea, but this type don't actually prevent getting the avatar killed. You need to place the trigger point far enough away that a train can react and stop before the avatar crosses the rail, I've not bothered to figure out the number of tiles away the gate need to be for it to catch a top speed...
- Sat Jul 02, 2016 2:24 am
- Forum: General discussion
- Topic: Missing item in 0.13 changelog
- Replies: 10
- Views: 4711
Re: Missing item in 0.13 changelog
It seems really weird to changelog this, since the "fun" is to discover it while playing.
So glad the bad victory pole system is dead, it was a really awful system, after the players figured out how it worked.
So glad the bad victory pole system is dead, it was a really awful system, after the players figured out how it worked.
- Mon Jun 27, 2016 2:08 pm
- Forum: General discussion
- Topic: When to expect 0.13?
- Replies: 29
- Views: 13332
Re: When to expect 0.13?
Considering that we didn't see a pre-noonish release, and is heading into an after work hours release, it's looking like a meteor strike.sillyfly wrote:So far no news of meteor strikes around Prague...
- Sat Jun 18, 2016 12:29 am
- Forum: Mods
- Topic: [MOD 0.12.11+][EvoGUI] steinios logistic sensor 0.0.2
- Replies: 2
- Views: 2053
Re: [MOD 0.12.11+][EvoGUI] steinios logistic sensor 0.0.1
The multiple network support ruins it for me, as the view will rotate through the mini networks I install in every resource gathering outpost. So most of the time it will tell me some network has 5/5 robots. Maybe it should ignore the smaller ones when the number of robots assigned to it, is too sma...
- Fri Jun 17, 2016 2:23 am
- Forum: General discussion
- Topic: What is your most anticipated feature in Factorio 0.13?
- Replies: 17
- Views: 6011
Re: What is your most anticipated feature in Factorio 0.13?
Where is the all of the above choice?
The individual changes is evolution, and while that's a good thing<tm>, evolution isn't all that exciting on an item by item basis, but getting it all at once, resulting in significant gameplay changes, is very interesting.
The individual changes is evolution, and while that's a good thing<tm>, evolution isn't all that exciting on an item by item basis, but getting it all at once, resulting in significant gameplay changes, is very interesting.
- Fri Jun 17, 2016 2:06 am
- Forum: Show your Creations
- Topic: Ten Oil Refineries
- Replies: 16
- Views: 7161
Re: Ten Oil Refineries
I want to research all the ratios and figure out a perfect input/output setup in terms of usage so that nothing bottlenecks except crude oil. I'm not sure how you intend to do that, it would require 100% usage of any output. Also why bother, Oil is the only easy to balance thing in the game, becaus...
- Thu Jun 16, 2016 1:51 pm
- Forum: General discussion
- Topic: Production down indicator.
- Replies: 23
- Views: 7734
Re: Production down indicator.
Chest with random item, Green Inserter, Circuit Chest connected to a light. Green Inserter moves the item if the logistic network has less than X of an item, the light turn on when the circuit chest isn't empty. I use 28 inserter train unloading stations, so that's 28x2 (row of passive provider and ...
- Wed Jun 15, 2016 8:00 pm
- Forum: Ideas and Suggestions
- Topic: Initial amount of items delivered by logistic system
- Replies: 4
- Views: 1977
Re: Initial amount of items delivered by logistic system
We do have a mod that changes it to one item as default, so it doesn't seem like something devs need to fix as it's not broken. What is much more of a worry is the amount of times a player need to change the values, we need the copy/paste system, that allows you to copy from an assembler to a reques...
- Tue Jun 14, 2016 11:33 pm
- Forum: Resource Spawner Overhaul
- Topic: Issues with RSO 1.5.6
- Replies: 20
- Views: 6002
Re: Issues with RSO 1.5.6
*actually I've seen it in lets play, like where the player sets up a full scale two way railroad and train station to extract oil from like 3 measly oil patches, when a pipe would be 5% the effort and still have a capacity like 20x as much oil as the wells produce. Not sure what game you're playing...
- Sat Jun 11, 2016 4:14 pm
- Forum: General discussion
- Topic: Train queuing...
- Replies: 25
- Views: 16739
Re: Train queuing...
As I understand it, while signal queueing kinda works, it's accidental feature that is not coded for optimal CPU usage. It also not a real queue, so no guarantee that 2/3 of those trains won't be stuck in the line forever.
To ensure consistent behavior, you want only one waiting line.
To ensure consistent behavior, you want only one waiting line.
- Thu Jun 09, 2016 10:46 pm
- Forum: Railway Setups
- Topic: Blueprint: Stackable Train Station To 4 Red Belts - Updated
- Replies: 11
- Views: 10655
Re: Blueprint String: Stackable Train Station To 4 Red Belts
The belt can't move the ore fast enough to allow all six inserters pr. side to unload at the same time, that will result in either 8 or more chest just being full of ore and they only come into play when everything else is empty creating uneven throughput. The rest seems really nice, but you might a...
- Wed Jun 08, 2016 4:55 pm
- Forum: Show your Creations
- Topic: Inventory management using a Mission Chest
- Replies: 1
- Views: 1614
Inventory management using a Mission Chest
Alien hunting, Creating an outpost, extending rail networks or one of the many other things we have to do to run our factorio all creates demands on the items we need to carry to complete the job and with just the base game I find inventory management taking up quite a bit of time. You could create ...