Search found 1489 matches

by MeduSalem
Wed May 13, 2015 12:26 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 545065

Re: Let's see your clever builds

My newest smart Furnace design for copper iron AND steel without using any logistics robots :D I'm sorry to tell you that I coincidentally beat you by adding stone too earlier today but didn't get to finish the concept until yet... But I still like your design... Because I had the very same idea wi...
by MeduSalem
Tue May 12, 2015 11:54 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 545065

Re: Let's see your clever builds

A modified Fish Sandwich red circuit build to use belts instead of bots. I had to remove an assembly machine to make room for the belts. Here is another one I found recently on Reddit while looking up something with google: http://i.imgur.com/mjZZ8M5.png Actually if I was to feed that thing per bel...
by MeduSalem
Tue May 12, 2015 12:21 am
Forum: Show your Creations
Topic: Compact Smelting with Buffer Chests
Replies: 6
Views: 14797

Re: Compact Smelting with Buffer Chests

Ah well my ridiculously oversized mass storage... :lol: - it's much more efficient and cheaper to have an on-demand production. Pretty much this. Saves a lot of space and trouble. Especially if you consider moving the storage elsewhere :roll: The downside is that beacons are pretty much useless when...
by MeduSalem
Mon May 11, 2015 12:24 am
Forum: Ideas and Suggestions
Topic: Lakes get smaller if overworked
Replies: 9
Views: 2759

Re: Lakes get smaller if overworked

Actually I would find it an interesting concept... at least if the lake refills and is not gone forever. But as I see it, it would require quite some balancing to get the threshold as well as some other things right. It would have to be similar to how oil works. It is an infinite resource but the yi...
by MeduSalem
Sun May 10, 2015 12:29 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 545065

Re: Let's see your clever builds

Here my smart iron/copper production without logistic robots :) Looks quite nice... :D I guess you have a storage system located after the smelterbank so that the output belts can't fill up and eventually jam the furnace output? Because I'd be interested in what settings you used for further resear...
by MeduSalem
Sat May 09, 2015 4:54 pm
Forum: General discussion
Topic: Oil collection - train or pipe?
Replies: 22
Views: 31296

Re: Oil collection - train or pipe?

Thanks to everyone. I think the problem im having is that the oil deposits i am drilling are (for some reason) realllyy poor quality :( Over time they reduce to 10%... It's normal behavior. There's nothing one can do about it other than hooking about more Oil Wells as well as putting Speed Modules ...
by MeduSalem
Sat May 09, 2015 12:06 am
Forum: Ideas and Suggestions
Topic: Belt idea
Replies: 5
Views: 1349

Re: Belt idea

ssilk wrote:I should create a subboard like "Will not implemented/outdated"?
Most definitely. Would at least spare a few reappearing threads... also it would be wise to give a short explanation why something is not considered to be changed/added so people don't ask why too. :D
by MeduSalem
Fri May 08, 2015 9:57 pm
Forum: General discussion
Topic: An AI for Factorio?!
Replies: 24
Views: 16454

Re: An AI for Factorio?!

I think it is the same problem, why the big automobile producers have many scruples introducing fully automated drivers: They would kill the clientele, that buys the car for having fun with it. I'd take such a car since I can't drive and I'm afraid of driving. :P But that's offtopic already. But le...
by MeduSalem
Fri May 08, 2015 4:25 pm
Forum: Ideas and Suggestions
Topic: Inserters repair damaged entities
Replies: 15
Views: 6181

Re: Inserters repair damaged entities

Having started a new map lately I encountered the same problems in early game especially with the spitters. :roll: So I came here to look if someone else had the same idea with inserters already... :D So I think the idea with inserters being able to pick up repairpacks and repair themselves and the ...
by MeduSalem
Fri May 08, 2015 3:33 pm
Forum: Ideas and Suggestions
Topic: Placing pipes next to each other
Replies: 13
Views: 13009

Re: Placing pipes next to each other

Fair enough :D And I do understand your reasoning. Probably have to give it a try. There are mods for nonconnecting pipes available. Well maybe I was a bit harsh... I'm sorry about that. ;) There are mods yes, but most of them introduce additional items as a workaround... which renders it quite pai...
by MeduSalem
Fri May 08, 2015 3:17 pm
Forum: News
Topic: Friday Facts #85 - Sales Stats
Replies: 49
Views: 38910

Re: Friday Facts #85 - Sales Stats

one thing really interest me : with the new logic network, will we be able to compare amounts of two item together ? (to be able to have the same amount of two (or more) items) Probably... Comparisons is surely one thing the combinator can do. But let's wait until next Friday... then it will be exp...
by MeduSalem
Thu May 07, 2015 8:48 pm
Forum: Ideas and Suggestions
Topic: Overlapping Logistic Network II
Replies: 21
Views: 25039

Re: Overlapping Logistic Network II

Well that is the best worked out suggestion on how to do overlapping networks yet. :D Here are my 2 Cents: Adding new networks After researching "overlapping logistic networks" in Roboports there's a list of networks and adding a new network or deleting one out of the list can be done from...
by MeduSalem
Thu May 07, 2015 7:09 pm
Forum: Implemented Suggestions
Topic: Pavement
Replies: 10
Views: 5283

Re: Pavement

https://www.factorio.com/blog/post/fff-67 "We might relate some other mechanics to it, but we need to discuss it more, maybe you can give us your ideas in the comments." Well... I can think of one. It should become pretty much a requirement to pave at least some of your factory grounds be...
by MeduSalem
Thu May 07, 2015 6:47 pm
Forum: Balancing
Topic: Some items becoming "useless" in lategame & changing recipes
Replies: 51
Views: 52862

Re: Some items becoming "useless" in lategame & changing recipes

Funny that I never thought about the Armor before... But probably that's also because I skip right ahead of some so they never end up in my waste chest.

I will add it to the original post.
by MeduSalem
Thu May 07, 2015 6:05 pm
Forum: Ideas and Suggestions
Topic: Placing pipes next to each other
Replies: 13
Views: 13009

Re: Placing pipes next to each other

Where's the fun in that? Factorio is already pretty easy even now, what's left after even more simplifications like 90° inserters, nonconnecting pipes, etc.? :( Fun in fiddling around with underground pipes? There's like a ton of things I can think of that are fun... but pipe mess is actually not o...
by MeduSalem
Thu May 07, 2015 11:10 am
Forum: Releases
Topic: Version 0.11.22
Replies: 57
Views: 79258

Re: Version 0.11.22

World of Factories: Red science is free. green science free but only for premium users blue science 1 gold purple science 50 gold 1€=100 gold. 'Modules all cost gold and are active for 1 hour only. Map sizes are limited to 500x500 - Purchase additional map for 20 gold That's not funny, It's just sa...
by MeduSalem
Thu May 07, 2015 9:23 am
Forum: Implemented Suggestions
Topic: Connect train stops to circuit networks
Replies: 21
Views: 38564

Re: Connect train stops to circuit networks

bobingabout wrote:... so you're adding logic gates?
Or gate, Not gate, And gate etc. to the Circuit networks?
I think it was pretty obvious in the developer diary that the "Combinator" kovarex mentioned would be something like that.
by MeduSalem
Thu May 07, 2015 9:14 am
Forum: Ideas and Suggestions
Topic: Rail yard speed limits
Replies: 37
Views: 13994

Re: Rail yard speed limits

I've a spontaneous idea: - With 0.12 we should have sensors, that can detect a character in range. - With 0.12 we will have new railway-signal types (chain signals); that means, they touch the whole railway-signal code and can easily implement more functions into them. Idea: Add the possibility to ...
by MeduSalem
Thu May 07, 2015 8:43 am
Forum: Ideas and Suggestions
Topic: Placing pipes next to each other
Replies: 13
Views: 13009

Re: Placing pipes next to each other

Sometimes HarryNews is right... Sometimes a method of controlling wethether if a pipe should connect to an adjacent tile or not would be appreciated. But most of the time conflicts may be resolved through extensive use of Underground Pipes, which avoid the conflicts at the cost of additional resourc...
by MeduSalem
Thu May 07, 2015 8:27 am
Forum: Implemented Suggestions
Topic: Trees should regenerate health (or have hidden HP bars) ☸
Replies: 59
Views: 25277

Re: Trees should regenerate health (or have hidden HP bars) ☸

I have a very special opinion on the topic: A tree with health over 50% should heal itself back to full HP. A tree with health below 50% should slowly die and get replaced by a dead tree thingy that gives less wood. A dead tree hit by anything should slowly decay and vanish. Or something like that. ...

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