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by Koub
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...
by Koub
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 ...
by Koub
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...
by Koub
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...
by Koub
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...
by Koub
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...
by Koub
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

Re: [0.11.xx](almost)Pointless mod 0.0.0.3

You just reinvented Dragonball Capsules ! :o
https://www.youtube.com/watch?v=IHU8MhlrwoM
by Koub
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...
by Koub
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.
by Koub
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]
Nobody wrote:not knowing LUA DOES NOT HELP IN ANY WAY.
remember kids: LEARN LUA
True story bro, it didn't exist (at least it was virtually unknown) when I was in school :cry:
by Koub
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. :roll:
by Koub
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...
by Koub
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 :)
by Koub
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...
by Koub
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).
by Koub
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 :)
by Koub
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. 8-)
by Koub
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?

kovarex 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 :)
Chuck Norris makes only stable .0 :mrgreen:
by Koub
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...
by Koub
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.

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