Which recipe requires 12 items in a furnace?
Edit: I think you can use wires and a smart chest to solve this problem, regardless.
Search found 178 matches
- Tue Jul 29, 2014 9:59 am
- Forum: Ideas and Suggestions
- Topic: Smart inserter output control
- Replies: 1
- Views: 801
- Tue Jul 29, 2014 9:44 am
- Forum: Ideas and Suggestions
- Topic: Connecting two chest for ignoring a request
- Replies: 39
- Views: 12789
Re: Connecting two chest for ignoring a request
Request from where?JoshLittle wrote:I want a storage(-line) to request and to provide.
Provide to where?
This conversation is a bit like the problem which is a bit like an ouroboros.
I think you want a new type of provider chest that only provides to the player.
- Tue Jul 29, 2014 7:56 am
- Forum: Ideas and Suggestions
- Topic: Connecting two chest for ignoring a request
- Replies: 39
- Views: 12789
Re: Connecting two chest for ignoring a request
The requester should request every wood in the system It is passed forward into a chain of boxes (they could be non-intelligent) The last box is the output of this "buffer" The requester should NOT get the wood from the output (because bots become crazy for nothing; energy consumption) In...
- Mon Jul 28, 2014 3:44 am
- Forum: Ideas and Suggestions
- Topic: Disconnect roboports from logistic network
- Replies: 20
- Views: 11208
Re: Disconnect roboports from logistic network
Instead of adding new roboports with so many different areas, it should be one with option to set that area. Eight numbers to set distance in each direction (four for logistic area and four for construction area). Is that really something that the base game needs? How do you weigh that complexity f...
- Mon Jul 28, 2014 3:27 am
- Forum: Ideas and Suggestions
- Topic: Connecting two chest for ignoring a request
- Replies: 39
- Views: 12789
Re: Connecting two chest for ignoring a request
I'm still confused too. Maybe a picture/diagram would help.
- Sun Jul 27, 2014 2:28 am
- Forum: Ideas and Suggestions
- Topic: Disconnect roboports from logistic network
- Replies: 20
- Views: 11208
Re: Disconnect roboports from logistic network
I don't think this is something the game needs. You can just change the layout of your base so that the roboports don't overlap. If you really, really want something like this you could create a modded roboport with a smaller range. I just don't think that kind of feature belongs in the vanilla game.
- Sun Jul 27, 2014 2:12 am
- Forum: Ideas and Suggestions
- Topic: Connecting two chest for ignoring a request
- Replies: 39
- Views: 12789
Re: Connecting two chest for ignoring a request
Sorry, I'm not understanding the problem. I understand you don't want drones to deliver stuff to you and you're happy to collect collect stuff from a chest somewhere. How does a single requester chest with those items not satisfy the problem? If you want to build a new mining base, set a requester c...
- Sun Jul 27, 2014 2:00 am
- Forum: Outdated/Not implemented
- Topic: Filtered slots on the hotbar excluded as ingredients. ☸
- Replies: 9
- Views: 11191
Re: Filtered slots on the hotbar excluded as ingredients.
Autocrafting is taking it a step too far, imho. It must be a tough thing for the devs to balance - making things convenient vs. making things too easy.
- Sun Jul 27, 2014 12:58 am
- Forum: Outdated/Not implemented
- Topic: Filtered slots on the hotbar excluded as ingredients. ☸
- Replies: 9
- Views: 11191
Re: Filtered slots on the hotbar excluded as ingredients.
I agree with the others that this solution isn't what I would like for default behavior. But I don't think "just wait until logistics" is a good enough answer either, since logistics is a long way in to the game. It might be useful to have an alternative crafting mode. This could go two wa...
- Sun Jul 27, 2014 12:42 am
- Forum: Ideas and Suggestions
- Topic: Connecting two chest for ignoring a request
- Replies: 39
- Views: 12789
Re: Connecting two chest for ignoring a request
This is a pretty awkward problem, but it is solvable with the current logistics system. You need to stand outside the area covered by your Roboport and drop items in to a provider chest. Optionally you can use a storage chest as your "central place". Drones will move items from the provide...
- Thu Jul 24, 2014 7:29 am
- Forum: Implemented Suggestions
- Topic: allow replacing belts with splitters
- Replies: 25
- Views: 20620
Re: allow replacing belts with splitters
+1 this would be nice.
- Mon Jul 21, 2014 9:31 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 564
- Views: 253929
Re: Thank you (Make the dev-team happy today!)
Really great game, recommending it to all my friends. I hope multiplayer is interesting and challenging to bring more longevity to Factorio. Side note: I found it meanwhile quite useful to have something installed on the desktop, which tells me the time every 30 Minutes. So when it says "It's 2...
- Mon Jul 21, 2014 9:14 am
- Forum: Implemented Suggestions
- Topic: Valve [see folloup-thread!]
- Replies: 19
- Views: 21675
Re: Valve
The pump: - is one directional only - when it has the electricity it takes the water from its "back" and pushes it to the front (front is indicated by a blue arrow when you hover over the pump) - when there is no electricity it stops the flow of water Actually we intend to extend the pump...
- Mon Jul 21, 2014 8:22 am
- Forum: Frequently Suggested / Link Collections
- Topic: Frequently Suggested Ideas
- Replies: 20
- Views: 37563
Re: FREQUENLY SUGGESTED IDEAS
Hey all, just a brief post to explain that I've been away visiting family in the country for a few days and just started a new job today. But I'm back and I'm still watching Factorio's development. While I was away I hooked a few old school friends on this game. It was amusing watching them cope wit...
- Mon Jul 21, 2014 8:09 am
- Forum: General discussion
- Topic: Ideas and suggestion bot (robotical ssilk)
- Replies: 17
- Views: 5364
Re: Ideas and suggestion bot (robotical ssilk)
If you need help im open to help you with it ;) Fantastic! I welcome any help you'd prepare to offer. How you could help is by choosing a topic that you think belongs in the thread, then find any links of relevance and I'll include them in the main post. Then I'll take those links and some consiste...
- Sun Jul 13, 2014 6:57 am
- Forum: Frequently Suggested / Link Collections
- Topic: Frequently Suggested Ideas
- Replies: 20
- Views: 37563
Re: FREQUENLY SUGGESTED IDEAS
Thanks, updated. One of the difficulties I'm having with this is many posts contain multiple ideas. That makes it unsuitable to link from here. It also really, really helps if the first post in an idea thread is updated with any results of the discussion that follows, along with a clear and concise ...
- Sat Jul 12, 2014 6:39 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Frequently Suggested Ideas
- Replies: 20
- Views: 37563
Frequently Suggested Ideas
The purpose of this thread is to make an index of frequently suggested ideas and/or ideas that are widely endorsed. Hopefully that is useful in reducing the number of duplicate suggestion threads which tend to flood the ideas & suggestions sub-forum. I also hope the devs find it useful to browse...
- Sat Jul 12, 2014 5:37 pm
- Forum: General discussion
- Topic: Ideas and suggestion bot (robotical ssilk)
- Replies: 17
- Views: 5364
Re: Ideas and suggestion bot (robotical ssilk)
Alright, since I was the bigmouth who suggested it, I'll get it started. One of the main goals is to prevent or reduce the number of duplicate idea threads. So I'll start with a forum thread since that's in the same domain.
- Tue Jul 08, 2014 5:32 am
- Forum: General discussion
- Topic: Ideas and suggestion bot (robotical ssilk)
- Replies: 17
- Views: 5364
Re: Ideas and suggestion bot (robotical ssilk)
@ssilk Ech, you're really entrenching yourself in a set of management ideas there... Obviously it's not worth trying to convince you to maintain a sticked post, so I won't. I would respect that even if you simply said "I'm not paid to do that". I agree with and acknowledge the complication...
- Tue Jul 08, 2014 4:56 am
- Forum: Balancing
- Topic: Balancing of Existing Weapons
- Replies: 20
- Views: 20225
Re: Balancing of Existing Weapons
Exactly my point! I'd like another look at the functionality and roles of the weapon systems. A player should find it fairly more difficult to skip over weapons (as I did). Every weapon should open up a new avenue of advance that is necessary and important. I like the early stage of engaging the na...