Search found 5706 matches

by mrvn
Tue Sep 20, 2016 8:31 pm
Forum: Ideas and Suggestions
Topic: Oil (overflow) burner
Replies: 29
Views: 15058

Re: Oil (overflow) burner

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.
by mrvn
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...
by mrvn
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...
by mrvn
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?
by mrvn
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.
by mrvn
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...
by mrvn
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

DaveMcW wrote:
fluid-test.png
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?
by mrvn
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...
by mrvn
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).
by mrvn
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...
by mrvn
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...
by mrvn
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...
by mrvn
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 ...
by mrvn
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...
by mrvn
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...
by mrvn
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...
by mrvn
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...
by mrvn
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...
by mrvn
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. ...
by mrvn
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...

Go to advanced search