Search found 318 matches
- Sat Feb 18, 2017 1:14 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 152276
Re: GreyGoo Mk I: A self-expanding factory
Huh. I remember when I decided that Factorio made every other building/production game obsolete. And now... Factorio has made me obsolete. Isn't that the point to say that Factorio has made Factorio obsolete? Because in the end there is no point in playing anymore when the game plays itself. :D I d...
- Fri Feb 17, 2017 12:26 am
- Forum: General discussion
- Topic: What does your mega-base actually produce?
- Replies: 21
- Views: 14409
Re: What does your mega-base actually produce?
Just rockets. Once 0.15 comes out with it's infinite research, I suspect I'll make a serious research complex as well, but that's in the future. For me, the appeal of a megabase is similar to things like the Spoon challenge - it forces you to abandon your comfortable patterns and methods. So many tr...
- Fri Feb 17, 2017 12:02 am
- Forum: Ideas and Suggestions
- Topic: Smart Drills
- Replies: 10
- Views: 2571
Re: Smart Drills
Drills already work like this. When the output backs up it stops working and only consumes idle power usage. Just a quick note: At the moment, electric mining drills have zero idle power usage. Not sure if that's intentional or not, but I noticed it after going to the trouble of hooking up a power ...
- Thu Feb 16, 2017 11:49 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 152276
Re: GreyGoo Mk I: A self-expanding factory
Huh. I remember when I decided that Factorio made every other building/production game obsolete. And now... Factorio has made me obsolete.
Just make sure not call any future versions "Skynet".
Just make sure not call any future versions "Skynet".
- Wed Feb 15, 2017 1:58 am
- Forum: Ideas and Suggestions
- Topic: Production/Power Windows Remember Last Time Frame
- Replies: 0
- Views: 421
Production/Power Windows Remember Last Time Frame
Just a minor issue that's jumped out at me recently - it would be nice/convenient if the energy production/consumption and production/consumption windows remembered whatever time setting you had them at, the last time you had them open.
- Sun Feb 12, 2017 11:12 pm
- Forum: Gameplay Help
- Topic: Oil Production
- Replies: 10
- Views: 5267
Re: Oil Production
At a glance, your heavy and light oil storages seem to be full. Refineries won't operate if ANY of their outputs are backed up, which means that you need to send the heavy and light oil somewhere else, even if you're not using it right then. Typical options include converting your light oil to solid...
- Sun Feb 12, 2017 8:59 pm
- Forum: Gameplay Help
- Topic: Reset map revealed
- Replies: 6
- Views: 5136
Re: Reset map revealed
You can use the map seed to get the exact same layout in another game, for what that's worth.
- Sat Feb 11, 2017 8:59 pm
- Forum: Gameplay Help
- Topic: Four wide belt mixer
- Replies: 6
- Views: 8665
Re: Four wide belt mixer
I don't think I ever previously bothered to try and use that design concept in a larger mixer, but it seems like there's some space efficiency improvements to be had. Also, where did the last hour of my life just go?
- Sat Feb 11, 2017 5:22 pm
- Forum: Gameplay Help
- Topic: Four wide belt mixer
- Replies: 6
- Views: 8665
Re: Four wide belt mixer
I get a fair bit of mileage out of this design, in either orientation.
Edit: Although the output lanes are mirrored, so if you're relying on each item being on a specific side, you'll need to flip one of the output belts afterwards.
Edit: Although the output lanes are mirrored, so if you're relying on each item being on a specific side, you'll need to flip one of the output belts afterwards.
- Fri Feb 10, 2017 9:12 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 65245
Re: Demand rebalancer/inverse rebalancer
What value do lane balancers add? If anything they just increase the amount of product wasted on a belt. If the product backs up into the forging area it is going to stop 4 forges on the left side or 4 forges at the end (if it is balanced). Either way things will reach an equilibrium. Also what is ...
- Wed Feb 08, 2017 9:53 pm
- Forum: General discussion
- Topic: No spoon 3rd try
- Replies: 9
- Views: 3285
Re: No spoon 3rd try
My own spoon runs tend to focus on minimizing everything. You only need a 3/3/6 setup to hit all the necessary research, you don't need faster belts, and you don't need modules (aside from the rocket silo itself). This minimizes infrastructure costs, which minimizes raw material costs, which helps m...
- Sun Feb 05, 2017 2:33 am
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 47467
Re: Friday Facts #176 - Belts optimization for 0.15
The game will always be CPU/RAM bound - that's how programs work. If you ever manage to find a program that isn't hardware bound .. I uhh... I'm not sure - I guess you've won the world? I believe he was referring to the alternative as being GPU bound. Y'know, like most games are when they're not tr...
- Sun Feb 05, 2017 2:11 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 65245
Re: Demand rebalancer/inverse rebalancer
That inserter is pulling off both sides of the belt. Would that design work with a normal inserter that only pulls off one side? That's just because the inserter is pulling faster than a single lane of yellow belt can provide, although the majority of the pulled items are still from the closer side...
- Sat Jan 21, 2017 7:13 pm
- Forum: General discussion
- Topic: Best way to kill a lot of biter nests?
- Replies: 15
- Views: 11593
Re: Best way to kill a lot of biter nests?
Just to make sure - have you moduled the oil wells? Speed modules linearly increase how fast they produce oil, so a pair of tier 3 speed modules in each well will basically double the output. You can go a step further and use speed modules in beacons to further increase each well's output. Everyone'...
- Wed Jan 11, 2017 11:44 pm
- Forum: Show your Creations
- Topic: Jack's Crazy Contraptions
- Replies: 30
- Views: 33520
Re: Jackie's Crazy Contraptions
Very nice. I think those might be some of the most compact 5-out balancers I've ever seen.
- Tue Jan 03, 2017 8:58 am
- Forum: Gameplay Help
- Topic: What exactly needed for 1RPM, no mods or modules
- Replies: 14
- Views: 7129
Re: What exactly needed for 1RPM, no mods or modules
... I get what you said about storage, but I don't really agree. I think it's definitely possible to stock up enough goods to launch for hours, even with a small base. ... Well, it's certainly POSSIBLE, I agree. But since the required ore stockpiles are in the millions/hour, you're looking at thous...
- Sun Jan 01, 2017 7:19 pm
- Forum: Gameplay Help
- Topic: What exactly needed for 1RPM, no mods or modules
- Replies: 14
- Views: 7129
Re: What exactly needed for 1RPM, no mods or modules
Is the 1 Rocket Per Minute challenge described somewhere? I'm curious what the 'rules' are, especially when it comes to storage. Things tend to get a LOT easier when I let my fluids flow for a couple minutes before starting the launches.. I assume that storage, for any item or fluid, is a no-no for...
- Fri Dec 30, 2016 10:50 pm
- Forum: Ideas and Suggestions
- Topic: Limits directly in assembly machines
- Replies: 19
- Views: 6522
Re: Limits directly in assembly machines
So the ability to set up a PID controller of sorts, with it varying the levels of input inventory bases on how low the output stock drops? That could be all kinds of fun, although a fairly far cry from the OP
- Fri Dec 30, 2016 10:47 pm
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 16119
Re: Rocket Silo should connect to circuit network
On the other hand, it would technically be anticlimatic to have your victory condition occur without you even noticing :) That said, it would be nice to have some rocket silo interaction with the circuit network. There are several autolauncher mods floating around, but things like % completed, ready...
- Fri Dec 30, 2016 3:48 am
- Forum: Ideas and Suggestions
- Topic: Limits directly in assembly machines
- Replies: 19
- Views: 6522
Re: Limits directly in assembly machines
I can understand some of what he means. The setup of one production-limited item takes a bit too much clicks/keys (in the following I count keys and mouse clicks as both one key press): - place assembly (select via quick-bar and click or press E, select click, E, place click, so between 2 and 4 key...