Search found 63 matches

by Miravlix
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...
by Miravlix
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word cheating is just soo last year, might as well claim using a car, instead of a horse, is cheating, it's extremely outdated mentality.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...
by Miravlix
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.
by Miravlix
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...
by Miravlix
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...
by Miravlix
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.
by Miravlix
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...
by Miravlix
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...
by Miravlix
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...
by Miravlix
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.
by Miravlix
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?

sillyfly wrote:So far no news of meteor strikes around Prague...
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.
by Miravlix
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...
by Miravlix
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.
by Miravlix
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...
by Miravlix
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 ...
by Miravlix
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...
by Miravlix
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...
by Miravlix
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.
by Miravlix
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...
by Miravlix
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 ...

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