Search found 66 matches

by Tym
Tue Apr 25, 2017 9:15 pm
Forum: General discussion
Topic: 0.15 boiler ratio?
Replies: 30
Views: 95828

Re: 0.15 boiler ratio?

you could do perpendicular connection to boilers in 14.22 as well. just noticed it in my new game. (no rush for upgrade to 0.15; still got lots of the normal stuff to learn...)
by Tym
Tue Apr 25, 2017 5:23 pm
Forum: Ideas and Suggestions
Topic: Bored of new game tree cutting? - pet bot
Replies: 10
Views: 6391

Re: Bored of new game tree cutting? - pet bot

Hmm, the busy mad inventor would tend to make a task easier, to start with. AT the point in the game to which you refer, the player has -no- automation, at all. While it's one of the first researches done, low-level automation means only electric inserters, and stage-one assemblers, not an AI ...
by Tym
Wed Apr 19, 2017 2:51 pm
Forum: Ideas and Suggestions
Topic: Jump key
Replies: 6
Views: 3953

Jump key

Not looking to retrieve magic coins, but using the "J" key to hop over pipes and such would be rather helpful at times.
by Tym
Tue Apr 11, 2017 7:07 pm
Forum: Ideas and Suggestions
Topic: Trailers for haulage
Replies: 9
Views: 3817

Re: Trailers for haulage

As has been suggested elsewhere, a vehicle (forklift?) that can transport one or more [filled] chests might satisfy this request.

Though I too have wished for a hand-cart or some-such to let the player character haul extra stuff.

And yes, I have used the car for such purpose, but I have real ...
by Tym
Wed Apr 05, 2017 6:26 pm
Forum: Off topic
Topic: Dont read this
Replies: 25
Views: 14110

Re: Dont read this

wait... was "Read" present or past tense?
by Tym
Wed Apr 05, 2017 6:25 pm
Forum: Off topic
Topic: [photos] Factorio in real life
Replies: 155
Views: 384306

Re: [photos] Factorio in real life

I don't have a picture right now, but the Tesla power facility on Hawaii is -literaly- 50,000 solar panels and a lesser number of attendant accumulators (Tesla Power). The picture I saw looked just like one of KatherineOfSky's solar installations.
by Tym
Wed Apr 05, 2017 4:31 pm
Forum: Ideas and Requests For Mods
Topic: Realistic Vehicle building Idea
Replies: 11
Views: 5184

Re: Realistic Vehicle building Idea

AltTab;
Sorry, I'm not graphically inclined. I do understand the need for visual representation, though. I might suggest using existing items, such as surrounding the core assembler with concrete or stone pathway, or even a combination of walls and concrete, for which primitives are already ...
by Tym
Thu Mar 30, 2017 1:02 am
Forum: General discussion
Topic: how do YOU manage barrels of oil?
Replies: 66
Views: 40114

Re: how do YOU manage barrels of oil?

it sounds as if i'm using a somewhat different approach: all train cars leave the refinery filled with empty barrels. All oil fields contain enough tankage to fill a train (2 cars @400 barrels is 20K oil units, so usually it's 9-10 tanks at 2.4K units each).

on reaching an oil field, a filter ...
by Tym
Wed Mar 29, 2017 2:26 am
Forum: Railway Setups
Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Replies: 43
Views: 180991

Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY

I find this a very helpful post, as apparently do many others.

As you are in a position of knowledge, there is a question that i've not found any answer to, as yet.

In what you call a "Terminus" station, are signals required adjacent to the train stop entity? I can't seem to figure this one out ...
by Tym
Wed Mar 29, 2017 1:51 am
Forum: General discussion
Topic: Assembling everything for each item separately
Replies: 8
Views: 6771

Re: Assembling everything for each item separately

you are describing a "Just-in-time" sort of processing as opposed to the seemingly more common approach of setting up busses of intermediate product. While I have yet to attempt a mega-base of that sort requiring tons of product, there's just -something- about having all that unused product on belts ...
by Tym
Tue Mar 28, 2017 10:52 pm
Forum: Ideas and Requests For Mods
Topic: Realistic Vehicle building Idea
Replies: 11
Views: 5184

Re: Realistic Vehicle building Idea

I have a suggestion for an approach to producing the rocket silo. Rather than creating it -in- an assembler, let there be a specific "rocket-silo" assembler that -turns into- the rocket silo at the completion of the build. There might be some opportunity for interesting graphics as the 3x3 assembler ...
by Tym
Fri Mar 24, 2017 2:42 pm
Forum: Gameplay Help
Topic: Killing BIG Nests
Replies: 16
Views: 27561

Re: Killing BIG Nests

Remember that turrets can fire over walls. Also, that you can set a new wall a few bricks -inside- an existing wall. load yourself up with wall segments, and BOX the nest in, starting a ways back, then adding interior walls, usually double thickness. repeat a few times to limit the scope of the nest ...
by Tym
Wed Mar 22, 2017 9:03 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: My first original idea
Replies: 10
Views: 8141

Re: My first original idea

Suggest using cars as buffer chests instead of train wagons; cars have double the stack space, and take up less room; also don't need tracks.
by Tym
Wed Mar 22, 2017 7:37 pm
Forum: Not a bug
Topic: [14.22] Resolved: Inserters fail to fill up cargo wagon
Replies: 8
Views: 4608

Re: [14.22] Resolved: Inserters fail to fill up cargo wagon

if you want to be -really- picky, it should be named "long REACH inserter". the claw/hand looks to same to me on every inserter.
by Tym
Wed Mar 22, 2017 2:14 pm
Forum: Ideas and Suggestions
Topic: Pyramids (Made out of Unused Bricks)
Replies: 6
Views: 3765

Re: Pyramids!

In StarGate, pyramids are landing pads for the Gual-ud (sp?) ships.
by Tym
Wed Mar 22, 2017 2:06 pm
Forum: Ideas and Suggestions
Topic: tech tree interface
Replies: 7
Views: 11193

Re: tech tree interface

A possibly minor change to ease the Tech Interface would be to enable the arrow keys to nagivate the existing GUI.
by Tym
Wed Mar 22, 2017 1:36 pm
Forum: Balancing
Topic: Smaler Robot Stacksize
Replies: 8
Views: 4370

Re: Smaler Robot Stacksize

The congregation of robots wanting to be charged at a roboport might be better addressed by charging-only stations. These might be scattered about a roboport's zone of influence, or it might be simpler from the development point of view to make them attachments to existing roboports.
by Tym
Mon Mar 06, 2017 2:29 am
Forum: Gameplay Help
Topic: Embarrassed about my first pipe attempt
Replies: 5
Views: 3090

Re: Embarrassed about my first pipe attempt

you may be able to see a higher flow rate if you connect all your pumpjacks to a storage tank first, then your oil-2-barrel assembler to the tank. Assuming you are not baby-sitting the operation, it may even result in faster throughput, as there is a larger pool of oil for the assembler to draw from.
by Tym
Fri Mar 03, 2017 3:20 pm
Forum: General discussion
Topic: need help deciding what to do
Replies: 2
Views: 2369

Re: need help deciding what to do

There are interesting video series on YouTube about different scenarios that other power users are doing to keep things interesting. Judging by the ongoing in-video commentary, two that are challenging are 'Building Platforms', and the various 'no-belts' challenges. The first limits where you can ...
by Tym
Fri Mar 03, 2017 3:00 pm
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 107
Views: 74106

Re: Friday Facts #179 - New resource graphics & concrete

What we are experiencing on this planet is an almost unique tectonic process, where ores are actually -forced- to the surface, thus facilitating our surface-effect mining.

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