Search found 39 matches
- Fri Jun 20, 2014 2:06 pm
- Forum: Archive
- Topic: [outdated?]Item requirements for belts with modular productn
- Replies: 8
- Views: 21911
Re: Item requirements for belts with modular production
Excel/calc can easily make a distiction between empty and not empty cells. Putting a number instead of X won't make any difference for calculations you want to make. ;) You might not be interested in the information now, but when you figured out the best order to place your belts to minimise crossin...
- Fri Jun 20, 2014 1:21 am
- Forum: Archive
- Topic: [outdated?]Item requirements for belts with modular productn
- Replies: 8
- Views: 21911
Re: Spreadsheet of items requirements
Why not put the required number instead of an x ? That way you put more information on the same amount of space.
- Thu Jun 19, 2014 3:19 pm
- Forum: Ideas and Suggestions
- Topic: Endgame Content Concept Discussion
- Replies: 21
- Views: 19437
Re: Endgame Content Concept Discussion
Allow me to stray qquite far from the path you are walking. How about a dystopian finale? Basically at the end of the tech tree is the ultimate automatization gadget, a factory that expands itself. (maybe programmable logistics bots?) So the factory basically starts doing everything by itself, and ...
- Thu Jun 19, 2014 2:59 pm
- Forum: Ideas and Suggestions
- Topic: Of Boilers & Pipes
- Replies: 10
- Views: 2711
Re: Of Boilers & Pipes
They could change the water requirement for steam engines, since IRL they actually don't need to consume water. They do use water, but the water can be 100% recycled. What steam engines need is a a pressure difference. This is provided between steam and water. To make the steam into water, it needs ...
- Thu Jun 19, 2014 1:17 am
- Forum: Gameplay Help
- Topic: Pipes and Pumps
- Replies: 18
- Views: 6559
Re: Pipes and Pumps
I noticed in my factory that liquids are allocated strangely. I have 6 refineries in a row connected to one oil pipe coming from a storage tank. And the second refinery recieves the most oil. The first and third are somewhat equal second. Refinery 4, 5 and 6 only get oil when the others can't keep u...
- Tue Jun 17, 2014 7:17 pm
- Forum: Balancing
- Topic: Adv. circuit - craftingTime rebalancing
- Replies: 19
- Views: 18270
Re: Adv. circuit - craftingTime rebalancing
The reason why inserters are made quickly is because of gameplay, since many people will make a lot of inserters manually. That's why assemblers, pipes, transport belts, miners,... have a (unrealistic) short building time too. I guess the production time for electronic circuits could go up a little,...
- Tue Jun 17, 2014 7:09 pm
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 302450
Re: You know you play Factorio too much when...
You run away from big worms in your backyard.
- Tue Jun 17, 2014 2:42 pm
- Forum: Balancing
- Topic: Adv. circuit - craftingTime rebalancing
- Replies: 19
- Views: 18270
Re: Adv. circuit - craftingTime rebalancing
I agree. I have made an excel spreadsheet to calculate the number of needed factories to have 1 module 2 factory working at full capacity. All factories are fairly balanced, except Advanced circuits (exluding mines and ovens, they are needed even more). highest numbers (apart from mines/ovens): - Pl...
- Mon Jun 16, 2014 3:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] sometimes can't place blueprints
- Replies: 8
- Views: 4778
Re: [0.9.8] sometimes can't place blueprints
I've just had this problem in my game. It was weird since it was only a specific spot that didn't work (although everything was green). One tile up or down worked just fine. Unfortunatly I doubt I can reproduce it, but i'll give it a trie.
- Sun Jun 15, 2014 11:45 pm
- Forum: Ideas and Suggestions
- Topic: Pick Up, Placement Range indicator
- Replies: 9
- Views: 4062
Re: Pick Up, Placement Range indicator
Good idea!
- Sun Jun 15, 2014 11:03 am
- Forum: Ideas and Suggestions
- Topic: Disassembly Machine/disposing items/Incinerator/Recyling
- Replies: 33
- Views: 15066
Re: Disassembly Machine/disposing items/Incinerator/Recyling
Ok, apparently iron can burn. But normally you don't want that to happen, not even in an incinerator because it is better to remove the iron out of the ashes for reuse.
- Sat Jun 14, 2014 11:51 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 210954
Re: Electric energy
The game already has a stone furnace that is used to make a boiler. => water at 100Β°C The game also has a better furnace: steel furnace, but it doesn't have a better boiler... What I would like is a better boiler version that would allow water at higher temps for a more efficient fuel-> elektricity ...
- Sat Jun 14, 2014 8:57 pm
- Forum: Ideas and Suggestions
- Topic: Disassembly Machine/disposing items/Incinerator/Recyling
- Replies: 33
- Views: 15066
Re: Disassembly Machine/disposing items/Incinerator/Recyling
I don't know what kind of iron you put in an incinerator, but iron doesn't burn*. Same for copper. Perhaps you mean stuff that has iron in them? That is often burned and the iron that's left behind can easily be seperated for reuse with magnets. It is true that a lot of things that don't burn very w...
- Sat Jun 14, 2014 12:05 am
- Forum: Balancing
- Topic: "Free belt system" versus "belt circuit"
- Replies: 39
- Views: 23778
Re: "Free belt system" versus "belt circuit"
Well, that would work too, but it requires the implementation of a whole new concept (belts slowing down when longer). That concept would not only have to be coded, but it would also require to be taught to players and having them undersand it. A simple small elektricity requirement wouldn't need ad...
- Sat Jun 14, 2014 12:02 am
- Forum: Balancing
- Topic: solar panel production speed
- Replies: 12
- Views: 20044
Re: solar panel production speed
Well, I said: "easily" doubled. quadruppled or even x10 would be fine too. (I find 15s is perhaps a bit too much though)
- Fri Jun 13, 2014 11:59 pm
- Forum: Ideas and Suggestions
- Topic: Disassembly Machine/disposing items/Incinerator/Recyling
- Replies: 33
- Views: 15066
Re: Disassembly Machine/disposing items/Incinerator/Recyling
I understand the idea of a recycling system. It could give back some parts or iron/copper plates. Giving ores wouldn't make much sense. Recycling should be handled balanced though, since we don't want that in combination with current productivity modules you could make iron/copper plates out of nowh...
- Fri Jun 13, 2014 4:23 pm
- Forum: Balancing
- Topic: solar panel production speed
- Replies: 12
- Views: 20044
Re: solar panel production speed
Accumulators fall under the same category as solar panels. I think both could easily have their build time doubled.
- Fri Jun 13, 2014 4:03 pm
- Forum: Balancing
- Topic: "Free belt system" versus "belt circuit"
- Replies: 39
- Views: 23778
Re: "Free belt system" versus "belt circuit"
I would give belts a small elektricity consumption. (more for faster belts).
You can produce elektricity very early in the game, so by the time you need belts, you can make elektricity anyway.
You can produce elektricity very early in the game, so by the time you need belts, you can make elektricity anyway.
- Wed Jun 04, 2014 10:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8]Assembly machines dont pass liquid
- Replies: 2
- Views: 1123
[0.9.8]Assembly machines dont pass liquid
Assembly achines don't pass liquid, while there is an end pipe with an arrow.
If this behaviour is intended, the end pipe and arrow on the assembly machine should be removed to make clear that liquids don't pass through.
If this behaviour is intended, the end pipe and arrow on the assembly machine should be removed to make clear that liquids don't pass through.