Search found 6811 matches
- Wed Apr 15, 2015 7:43 pm
- Forum: General discussion
- Topic: Load-Eveners. Why?
- Replies: 7
- Views: 5226
Re: Load-Eveners. Why?
EDIT: Also, since inserters prefer the closer (???) track when taking items, it also makes sense to even the inputs, too - this ensures that even with inserter preferences, if continued down the line, you will typically have belt balance - in the long run. I would add that you may want 2 item types...
- Wed Apr 15, 2015 11:31 am
- Forum: Gameplay Help
- Topic: Advanced oil ratios?
- Replies: 9
- Views: 13437
Re: Advanced oil ratios?
The ratio depends exclusively on what you wand to do with your factory. You you heavily rely on solid fuel ? Solid fuel is optimally obtained with light. Do you have big needs of lubricant ? This is made with heavy. Are you a flamethrower addict ? You need light and heavy to make your ammo. If none ...
- Wed Apr 15, 2015 11:19 am
- Forum: Gameplay Help
- Topic: Why use Oil Barrels?
- Replies: 7
- Views: 15001
Re: Why use Oil Barrels?
Don't forget that the longer the pipe, the more you lose fluid throughput. To balance that, you need small pumps, built with electrical motors. And if your distant oil field outpost is really far away, you'll need a lot of them if you want to get the oil to your main factory. Trains with barrels can...
- Wed Apr 15, 2015 11:07 am
- Forum: Gameplay Help
- Topic: Is there an Oil Overview display?
- Replies: 1
- Views: 1610
Re: Is there an Oil Overview display?
Unfortunately not. I hope it will be added some day, either in the production overview, either in a new overview that would aggregate all kinds of ressources and outputs, wether material or immaterial. I'm sure this has been already talked of several times over time. [Edit] : https://forums.factorio...
- Wed Apr 15, 2015 10:57 am
- Forum: Gameplay Help
- Topic: Early game auto-crafting "station"?
- Replies: 6
- Views: 3921
Re: Early game auto-crafting "station"?
Depending on your needs, it might be good to have on hand enough to quick-build outposts (near outposts for early needs): - Electric mining drills - Turrets - Bullets (a lot) - Power poles - Walls Note : this is a personal opinion. Concerning your question about the possibility to limit something yo...
- Sun Apr 12, 2015 8:45 am
- Forum: Ideas and Suggestions
- Topic: Von Neumann/Sandbox Mode? (no rocks or trees)
- Replies: 4
- Views: 2463
Re: Von Neumann/Sandbox Mode? (no rocks or trees)
I have seen a lua command to remove rocks from all discovored chuncks somewhere [Edit]: for _, entity in ipairs(game.findentitiesfiltered{area = area, type = "tree"}) do entity.die() end for _, entity in ipairs(game.findentitiesfiltered{area = area, name = "stone-rock"}) do entit...
- Sun Apr 12, 2015 8:44 am
- Forum: Mods
- Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
- Replies: 71
- Views: 37852
- Sat Apr 11, 2015 6:41 pm
- Forum: News
- Topic: Friday Facts #81 - Chain signals
- Replies: 43
- Views: 39929
Re: Friday Facts #81 Chain signals
I may be a minority in the Factorio players' community, but I'm not that thrilled about the new signals. Trains already seem so complicated to me I didn't even try to get into building railroads. I love the automation aspect of Factorio, but I'm not specially interested in building and programming a...
- Sat Apr 11, 2015 4:25 pm
- Forum: Gameplay Help
- Topic: Smelting area iron/steel
- Replies: 7
- Views: 12780
Re: Smelting area iron/steel
I personnally prefer local steel production. It makes a narrower main bus. Thus I can't tell how I balance steel/iron production.
- Fri Apr 10, 2015 7:25 am
- Forum: Mods
- Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
- Replies: 71
- Views: 37852
Re: [0.11.xx](almost)Pointless mod 0.0.0.2
An anti-light, that makes surrounding look as if it was midnight 
[Edit]
[Edit]
True story bro, it didn't exist (at least it was virtually unknown) when I was in schoolNobody wrote:not knowing LUA DOES NOT HELP IN ANY WAY.
remember kids: LEARN LUA
- Thu Apr 09, 2015 7:57 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belt Designs for ColonelWill
- Replies: 51
- Views: 36353
Re: Belt Designs for ColonelWill
sure, but if I have to make a space optimal 16x16 rebalancer to compensate for the compression losses of my 8x8 space optimal rebalancer, I'm not sure space optimization is very productive. 
- Thu Apr 09, 2015 7:48 pm
- Forum: Gameplay Help
- Topic: Map Generation Help
- Replies: 2
- Views: 1481
Re: Map Generation Help
The 1 is pretty self explanatory : low terrain segmentation means large areas with same terrain. High segmentation is the contrary, the terrain changes nature often. Typically huge forrest vs lots of small woods. The 2 is how far from your spawn point the closest biters are at the beginning of the g...
- Thu Apr 09, 2015 11:10 am
- Forum: Mods
- Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
- Replies: 71
- Views: 37852
Re: [0.11.xx](almost)Pointless mod 0.0.0.2
Nice, but way too useful for a pointless mod.
Healing only trees is far more pointless imho
Healing only trees is far more pointless imho
- Thu Apr 09, 2015 11:08 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belt Designs for ColonelWill
- Replies: 51
- Views: 36353
Re: Belt Designs for ColonelWill
For sustaining maximum throughput I suppose one has to split all incoming belts into two, then have two balancers, then remerge afterwards to the original number of belts. That's corners. As you won't be able to optimize throughput and space needed for the rebalancer, if you eliminate the space con...
- Thu Apr 09, 2015 5:30 am
- Forum: Ideas and Suggestions
- Topic: Add toggleable grid and show Turret ranges
- Replies: 6
- Views: 6048
Re: Add toggleable grid and show Turret ranges
I would see the turret range display appear when a turret is mouse over'ed or when a defensive structure is being built (example : when you grab a turret or a wall in your inventory, all on screen turrets plus the turret you're about to build show their range).
- Thu Apr 09, 2015 5:25 am
- Forum: Mods
- Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
- Replies: 71
- Views: 37852
Re: [0.11.xx](almost)Pointless mod 0.0.0.2
A weapon that heals damaged trees when shot at them 
- Wed Apr 08, 2015 7:28 pm
- Forum: Gameplay Help
- Topic: Is there a safe way to cross train tracks?
- Replies: 5
- Views: 3390
Re: Is there a safe way to cross train tracks?
The safest way is : remove rail, cross in the gap, set the rail back. 
- Wed Apr 08, 2015 7:28 pm
- Forum: General discussion
- Topic: What's the dev pace like; when should I expect 12.0?
- Replies: 5
- Views: 3036
Re: What's the dev pace like; when should I expect 12.0?
Chuck Norris makes only stable .0kovarex wrote:You never know, we always try to make the release stable, but .0 is never really stable, so it is really up to you
- Wed Apr 08, 2015 5:29 am
- Forum: Gameplay Help
- Topic: [Question] Energy Shields
- Replies: 4
- Views: 4913
Re: [Question] Energy Shields
You might want to have a look to these threads : https://forums.factorio.com/forum/viewtopic.php?f=18&t=4092&p=30470&hilit=power+armor#p30470 https://forums.factorio.com/forum/viewtopic.php?f=18&t=7007&p=54772&hilit=power+armor#p54772 https://forums.factorio.com/forum/viewtop...
- Tue Apr 07, 2015 9:20 pm
- Forum: Mods
- Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
- Replies: 71
- Views: 37852
Re: [0.11.xx](almost)Pointless mod 0.0.0.1
- Who did this pointless mod ?
- Nobody.
- OK. Seems legit.
- Nobody.
- OK. Seems legit.