Wow, lots of good ideas.
Except for the flame thrower / solid fuel one. Obviously at the stage where you don't want the excess oil you don't have those or they wouldn't be excess.
Search found 5706 matches
- Tue Sep 20, 2016 8:31 pm
- Forum: Ideas and Suggestions
- Topic: Oil (overflow) burner
- Replies: 29
- Views: 15058
- Tue Sep 20, 2016 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Oil (overflow) burner
- Replies: 29
- Views: 15058
Oil (overflow) burner
I'm asking for a pretty "useless" new building: An oil burner. Input: crude oil, heavy oil, light oil or butane gas (optionally wood or coal, anything flammable would do) Output: nothing Effect: Use up excess burnables, look pretty (, pollute a lot) The reason I ask for this is that when y...
- Tue Sep 20, 2016 2:35 pm
- Forum: Implemented Suggestions
- Topic: bottled water, gas tanks, acid barrels, ...
- Replies: 4
- Views: 1500
bottled water, gas tanks, acid barrels, ...
Why is it that one can only fill barrels with crude oil? Why can't I fill barrels with water? Or light or heavy oil? Maybe putting gas in barrels is a bit much but there could be tanks for that. Or barrels for sulphuric acid. Seems to me that anything used in pipes could also be filled in barrels, b...
- Tue Sep 20, 2016 9:31 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech Tree
- Replies: 45
- Views: 52457
Re: Tech Tree
Have you considered making the same for production? Starting with coal, wood and ores at the top and then going down the list of items and buildings you can build from that?
- Tue Sep 20, 2016 8:58 am
- Forum: Ideas and Suggestions
- Topic: A Blueprint Printer - creating multi-purpose factories in a different way
- Replies: 10
- Views: 4276
Re: A Blueprint Printer - creating multi-purpose factories in a different way
And don't forget that for a large area you need to always have roboports in the design even for a fully clean one or some parts will be unreachable for cleanup. Sadly deconstruction plans aren't smart enough to leave a roboport and power till the last.
- Tue Sep 20, 2016 8:51 am
- Forum: Ideas and Suggestions
- Topic: Remove the loss of pressure as pipes get longer.
- Replies: 22
- Views: 7990
Re: Remove the loss of pressure as pipes get longer.
Most of these problems are because steam engines destroy everything pumped into them, so it's impossible to create backpressure that can then flow into other channels. Seems to me like you need a limiter to create backpressure before entering the steam engines. Like say a small pump. That limits th...
- Tue Sep 20, 2016 8:40 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Long distance pipes and pumps
- Replies: 37
- Views: 327873
Re: Long distance pipes and pumps
What are the numbers for the boilers? Do they behave like a pipe in throughput? How much do they heat up water at what throughput? Has anyone tested this?DaveMcW wrote:
- Mon Sep 19, 2016 2:21 pm
- Forum: Gameplay Help
- Topic: Combinators: How do I make a belt with at most 100 gears
- Replies: 13
- Views: 6537
Re: Combinators: How do I make a belt with at most 100 gears
1) each cobinator takes 1 cycle to change. If you put combinators in series the cycles add up. Now it can happen that you get 2 input signals before the first signal passes all through the combinators and they get confused. I'm... not sure I understand. Yes, it takes one tick per combinator to pass...
- Mon Sep 19, 2016 2:13 pm
- Forum: Ideas and Suggestions
- Topic: Signal "each" for filter inserters
- Replies: 8
- Views: 2933
Re: Signal "each" for filter inserters
That's (set filter) what I was missing. Thanks. Consider this feature implemented (by additional combinators but that's the spirit of the game).
- Mon Sep 19, 2016 2:10 pm
- Forum: Implemented Suggestions
- Topic: Railroad Crossing
- Replies: 2
- Views: 1518
Railroad Crossing
Hi, Every day some poor, undeserving player gets killed unexpectedly while crossing a railroad while some freight trains comes barreling down the rails at full speed without regards. Trains are a menace to health. That needs to be stopped. :) I suggest building a railroad crossing so players can pas...
- Mon Sep 19, 2016 1:59 pm
- Forum: Ideas and Suggestions
- Topic: programmable buildings (assembler, furnaces, plants)
- Replies: 53
- Views: 13292
Re: programmable buildings (assembler, furnaces, plants)
I bet the real problem with changing an assembler's recipe is dealing with the supply inserters holding products. Think of a gear assembler being fed iron from a mixed iron/copper belt by an inserter. The inserter is holding one piece of iron, ready to put it into the assembler when there's room. N...
- Mon Sep 19, 2016 1:48 pm
- Forum: Ideas and Suggestions
- Topic: clock combinator
- Replies: 23
- Views: 8244
Re: clock combinator
Clock combinator is okay, but what other uses will it have? If its only for this single thing, than should it be really implemented? (You can use separate network with a few accus\radars\combinators to determine what power flow from battaries is now). (Or even 1 constant + 1 decider + 1 solar panel...
- Mon Sep 19, 2016 1:36 pm
- Forum: Ideas and Suggestions
- Topic: clock combinator
- Replies: 23
- Views: 8244
Re: clock combinator
Ssilk posted this suggestion and one of the things I requested on that was the ability to link or synchronise it with in-game time. I saw that post and I find it mostly pointless. You can build the clock/trigger described there with a few combinators and get pretty much the same effect. Didn't see ...
- Mon Sep 19, 2016 1:26 pm
- Forum: Implemented Suggestions
- Topic: Clock needed to keep in touch with the outside world
- Replies: 18
- Views: 9115
Re: Clock needed to keep in touch with the outside world
This was implement in the very early days of Factorio but has been removed , cause the external clock is a non-deterministic function . In simpler words: Every computer has a little bit different clock. See https://forums.factorio.com/viewtopic.php?f=71&t=13299 When implemented as event (as for...
- Thu Sep 15, 2016 9:56 am
- Forum: Ideas and Suggestions
- Topic: programmable buildings (assembler, furnaces, plants)
- Replies: 53
- Views: 13292
programmable buildings (assembler, furnaces, plants)
Over time demand for items changes all the time. Sometimes a lot of inserters are needed, at other times a lot of transport belts are used. Currently one has to build massive complexes of assemblers for each item to meet the maximum demand at any time. A lot of them will be idle most of the time whe...
- Thu Sep 15, 2016 9:12 am
- Forum: Ideas and Suggestions
- Topic: Signal "each" for filter inserters
- Replies: 8
- Views: 2933
Signal "each" for filter inserters
I have a chest that contains straight and round pipes. I want there to be 100 of each in the chest and if it is less a filter inserter is to put in some more. I can set up a filter inserter to pick up straight pipes, wire it to the box and enable it when straight pipes < 100. But when I add round pi...
- Thu Sep 15, 2016 9:05 am
- Forum: Ideas and Suggestions
- Topic: clock combinator
- Replies: 23
- Views: 8244
clock combinator
When switching to solar cells one frequently runs into power problems at night. Obviously solar cells don't work well at night. So I wanted to use combinators to turn of power to power hungry or unecessary things at night. But solar cells don't emit a signal when they produce power. So I was thinkin...
- Thu Sep 15, 2016 8:57 am
- Forum: Implemented Suggestions
- Topic: Clock needed to keep in touch with the outside world
- Replies: 18
- Views: 9115
Clock needed to keep in touch with the outside world
Factorio is seriously addictive. Which makes it hard to keep track of the outside world time. So here is my suggestion: 1) Have an (optional) clock displayed somewhere in the GUI showing outside world time. 2) Allow setting an alarm so the game will show a popup after 2a) X days/hours/minutes of pla...
- Thu Sep 15, 2016 8:48 am
- Forum: Gameplay Help
- Topic: Combinators: How do I make a belt with at most 100 gears
- Replies: 13
- Views: 6537
Re: Combinators: How do I make a belt with at most 100 gears
I realized that going for number of items on the belt is a mistake. As you mentioned you have to know the length of the belt and then compute how often an item has to come by the scanner. It's also impractical since as you resize the belt the same number of items will be spread thinner and thinner. ...
- Thu Sep 08, 2016 9:53 am
- Forum: Implemented Suggestions
- Topic: Deconstruction filter
- Replies: 1
- Views: 1553
Deconstruction filter
When using the deconstruction planer it blankets an area. But often there is something in the way you want to keep. Like the roboport needed for the bots to come at all, some power line or train going through. Now you have to mark the area for deconstruction part by part. My suggestion is to make th...