Search found 47 matches
- Mon Nov 28, 2016 6:39 pm
- Forum: Gameplay Help
- Topic: Void chest or belt mod
- Replies: 5
- Views: 2950
Void chest or belt mod
I'm looking for a mod where everything put into a chest will endlessly be consumed or a belt that empties its contents into a void. I've seen several mods like this but no luck finding one that is compatible with version 14.20. Any ideas? Thanks!
- Wed Nov 09, 2016 5:35 pm
- Forum: Gameplay Help
- Topic: Anybody have a one rocket per minute save game?
- Replies: 0
- Views: 668
Anybody have a one rocket per minute save game?
I just would like to check it out and see the scale of it and also to see if my machine could even handle it before I start making one of my own and it runs horribly on my hardware.
- Sun Nov 06, 2016 3:35 am
- Forum: Gameplay Help
- Topic: Techniques for branching a line off the main bus
- Replies: 4
- Views: 4463
Re: Techniques for branching a line off the main bus
I always go with this . 2 half belts or 1 full belt. Doesn't limit throughput. Also I only balance at the start. Awesome, thanks, I'll try those out, much more elegant than my solutions! I split adjacent branches from different lines ......walkways between them. Appreciate your thoughts on this. Al...
- Sun Nov 06, 2016 3:32 am
- Forum: Gameplay Help
- Topic: How come my furnace is not producing
- Replies: 7
- Views: 3330
Re: How come my furnace is not producing
Keep in mind that it is pretty easy for different ores/coal/stone to get mixed together if you are mining where different resource patches are right next to each other. Remember that electric mining drills will mine anything directly underneath them and also one tile out in all directions. This may ...
- Fri Nov 04, 2016 9:23 pm
- Forum: Gameplay Help
- Topic: Techniques for branching a line off the main bus
- Replies: 4
- Views: 4463
Techniques for branching a line off the main bus
Hello!! What are your tips and tricks and strategies for directing resources off the main bus lines to the assembling machines that need them? How do you split them? How often do you balance the lanes? Do you always split off from the outside lanes and then balance the lanes right after that? Or do ...
- Thu Oct 13, 2016 7:42 pm
- Forum: Gameplay Help
- Topic: Multiple roboports hooked up to circuit network item count
- Replies: 2
- Views: 1327
Multiple roboports hooked up to circuit network item count
When you have multiple roboports wired into a circuit network why does it multiply the items times how many roboports there are? For example in the attached picture there are 50 transport belts in that crate, but 100 is being reported on the circuit network. If there were 3 roboports it would say 15...
- Thu Aug 25, 2016 4:45 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Destroyer factory
- Replies: 3
- Views: 5144
Destroyer factory
Here's my take on a destroyer factory. Still have a few tweaks with modules and whatnot, but she putters along pretty well. It's hypnotizing if you stare at it while it's working!
- Thu Aug 18, 2016 1:42 pm
- Forum: General discussion
- Topic: An assembling machine for every item
- Replies: 11
- Views: 6473
Re: An assembling machine for every item
This has basically been my goal since starting factorio. Building a factory that can produce every item in the game, including any from mods I have installed Yeah, that's more my goal than simply trying to avoid hand crafting. Then I want to completely fill a chest for every item that can possibly ...
- Thu Aug 18, 2016 1:28 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Let's see your no laser defense ideas!
- Replies: 25
- Views: 18997
Re: Let's see your no laser defense ideas!
I'm trying to determine the main reason you're wanting them isolated... Am I correct in understanding that it's because you don't want them in a giant network because of them flying across the map? You're wanting to contain the bots to a certain area? Yeah, I figure it will be a quicker response ti...
- Tue Aug 16, 2016 1:09 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Let's see your no laser defense ideas!
- Replies: 25
- Views: 18997
Re: Let's see your no laser defense ideas!
Do you have a spiffy way to request a train if your bot count gets low? My trains are stupid - they stop at every station whether the station needs supplies or not, and all the stations have the same (alternating) name. (This is all done with version 13.15)Have the train wait at its resupply point....
- Mon Aug 15, 2016 9:12 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Let's see your no laser defense ideas!
- Replies: 25
- Views: 18997
Re: Let's see your no laser defense ideas!
Ok, I just experimented and you're right. Green construction areas can be completely overlapping and a construction bot will only go so far as his roboport's range and then he will return to his logistics network (as long as the orange areas aren't touching). Great! Now I have one tile gaps all over...
- Mon Aug 15, 2016 8:57 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Let's see your no laser defense ideas!
- Replies: 25
- Views: 18997
Re: Let's see your no laser defense ideas!
Actually no - check out Tubbles' post. Everything in the green zone gets repaired so you can actually separate roboports by a complete orange zone and still have touching green zones. Maybe I don't understand correctly. I know the orange area is the "logistics area" meaning the logistics ...
- Mon Aug 15, 2016 6:00 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Let's see your no laser defense ideas!
- Replies: 25
- Views: 18997
Re: Let's see your no laser defense ideas!
I wish you could shrink the size of a roboports construction area to make this easier.
- Mon Aug 15, 2016 5:49 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Let's see your no laser defense ideas!
- Replies: 25
- Views: 18997
Re: Let's see your no laser defense ideas!
I have my walls pushed out away from my main factory so that my defense perimeter roboport construction zones do not overlap with the factory area roboports. Also I have 5 separate zones along my walls so that bots within these zones do not intermingle. Each of these zones has 50 of its own bots. If...
- Mon Aug 15, 2016 2:10 pm
- Forum: Gameplay Help
- Topic: Any way to quickly insert single modules into furnaces?
- Replies: 5
- Views: 8016
Re: Any way to quickly insert single modules into furnaces?
Also it would be nice if there was some kind of deconstruction planner which would allow you to highlight a huge area and remove all modules, but leave the buildings in place.
- Mon Aug 15, 2016 2:07 pm
- Forum: Gameplay Help
- Topic: Any way to quickly insert single modules into furnaces?
- Replies: 5
- Views: 8016
Any way to quickly insert single modules into furnaces?
Hello, I know that you can run along and hold CTRL key down while a module is in your cursor and click on each furnace and it will insert modules in every slot. But is there a way to do the same thing but only insert a single module? It is tedious to have to enter the gui for every furnace as you go...
- Mon Aug 15, 2016 1:17 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Let's see your no laser defense ideas!
- Replies: 25
- Views: 18997
Re: Let's see your no laser defense ideas!
Very nice! That action shot is awesome! It would make a nice desktop background. I just recently instituted a similar train resupply to my perimeter defenses. Besides ammo and repair kits, I also include extra walls and turrets too so that the construction robots can replace them if they are destroy...
- Mon Aug 15, 2016 2:58 am
- Forum: Gameplay Help
- Topic: How do I power Modular Armor ?
- Replies: 13
- Views: 40572
Re: How do I power Modular Armor ?
The batteries do not power the armor by themselves. You have to first charge the batteries using the solar panels or the fusion reactor. If you place empty batteries in there nothing will happen. Hope this helps!
- Fri Aug 12, 2016 1:21 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compact (?) 40/s Green Circuits with Prod. Modules
- Replies: 5
- Views: 6870
Re: Compact (?) 40/s Green Circuits with Prod. Modules
That's awesome!! So compact!
Would you explain why you have two fast inserters and one stack inserter going from the copper wire into the green circuit assembler? I can't figure out the reason for this? As opposed to all the same kind?
Would you explain why you have two fast inserters and one stack inserter going from the copper wire into the green circuit assembler? I can't figure out the reason for this? As opposed to all the same kind?
- Thu Aug 11, 2016 2:10 pm
- Forum: Gameplay Help
- Topic: I cant see all networkchest's inside
- Replies: 6
- Views: 1920
Re: I cant see all networkchest's inside
You can also hide the minimap then you can see more of the chests' contents. Not a perfect solution, but it may help you out.