Search found 39 matches

by Robbedem
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Topic: [outdated?]Item requirements for belts with modular productn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...
by Robbedem
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Topic: [outdated?]Item requirements for belts with modular productn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.
by Robbedem
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 ...
by Robbedem
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 ...
by Robbedem
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...
by Robbedem
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,...
by Robbedem
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.
by Robbedem
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...
by Robbedem
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.
by Robbedem
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!
by Robbedem
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.
by Robbedem
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 ...
by Robbedem
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...
by Robbedem
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...
by Robbedem
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)
by Robbedem
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...
by Robbedem
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.
by Robbedem
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.
by Robbedem
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.

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