Search found 1489 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- Sat May 09, 2015 12:06 am
- Forum: Ideas and Suggestions
- Topic: Belt idea
- Replies: 5
- Views: 1349
Re: Belt idea
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.ssilk wrote:I should create a subboard like "Will not implemented/outdated"?
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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.
I will add it to the original post.
- 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...
- 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...
- 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
I think it was pretty obvious in the developer diary that the "Combinator" kovarex mentioned would be something like that.bobingabout wrote:... so you're adding logic gates?
Or gate, Not gate, And gate etc. to the Circuit networks?
- 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 ...
- 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...
- 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. ...