I'd rather see loaders introduced - they can be used for this as well.
There's already a dedicated side when assembler consumes/produces liquid - how's this supposed to mesh with the already existing ability to rotate an assembler?
Search found 384 matches
- Sat May 06, 2017 6:21 pm
- Forum: Ideas and Suggestions
- Topic: Upload - and exit without inserters
- Replies: 3
- Views: 1003
- Sat May 06, 2017 5:57 pm
- Forum: Gameplay Help
- Topic: Cant get my steam power system to work
- Replies: 5
- Views: 2040
Re: Cant get my steam power system to work
Boilers have a water pipe passing through them, but they vent steam to the side.
You're inputting coal from the direction where your steam is supposed to come out of, while unheated water passes the boiler line and enters the steam engines without any stored energy.
You're inputting coal from the direction where your steam is supposed to come out of, while unheated water passes the boiler line and enters the steam engines without any stored energy.
- Sat May 06, 2017 5:54 pm
- Forum: General discussion
- Topic: 0.15 and Flare Stack Problem
- Replies: 35
- Views: 12384
Re: 0.15 and Flare Stack Problem
My suggestion is: 1. Allow boiler to accept liquid fuel as well. 2. Allow boilers to vent the steam into atmosphere or introduce a steam vent with the same purpose. Essentially, if you're burning something you should be able to get benefit from it. And there's already a building which burns somethin...
- Sat May 06, 2017 5:46 pm
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 53625
Re: Loader Poll - Trying to get an idea of what the opinions are
5. Loaders should be dumb. So if loader picked an item to output via it's right hatch, it shouldn't be able to change it's choice even if recipient doesn't accept this item. This can cause jams. Can't see where this would apply. The loader is always between a belt piece and a storage unit, so this ...
- Sat May 06, 2017 5:34 pm
- Forum: Balancing
- Topic: fast underground belt to cheap?
- Replies: 15
- Views: 5796
Re: fast underground belt to cheap?
What worth is price per tile anyway? Even now many underground belts are not used for maximum possible distance, and with increased distances for reds/blues the difference between maximum and average distance will be even greater. For as long as UG belt cost is higher per tile than normal belt of th...
- Sat May 06, 2017 5:29 pm
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 53625
Re: Loader Poll - Trying to get an idea of what the opinions are
3. As an extension of randomization, there should be a small chance that loader will output nothing instead of an item. So if someone is concerned about belt compression, their precious designs will still be useful. No. The entire point is to load/unload a compressed belt. We see it a bit different...
- Sat May 06, 2017 10:32 am
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 72926
Re: Friday Facts #189 - Specifying the 1.0
If we speaking about a possible underground belt length research and the problems with a blueprint. So, what about if you add an condition that allows you researching "Automated construction" (which allows you make blueprints), after you research all "research in underground belt len...
- Sat May 06, 2017 9:33 am
- Forum: Balancing
- Topic: The Underground Belt Changes
- Replies: 5
- Views: 2608
Re: The Underground Belt Changes
Okay, so how about an alternative solution. All underground belts have the same base distance of 5 (i.e. an interval of 4 tiles between entrance and exit). However higher-level belts allow to increase the distance by 4 at the cost of consuming more underground belts. Red belts allow player to increa...
- Sat May 06, 2017 7:53 am
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 72926
Re: Friday Facts #189 - Specifying the 1.0
Perhaps don't give power armor at the start, give a construction suit which has slots, but offers little protection.
Otherwise, great news, currently playtesting new science.
Otherwise, great news, currently playtesting new science.
- Sat May 06, 2017 7:41 am
- Forum: Balancing
- Topic: Does barreling make any sense now?
- Replies: 7
- Views: 4383
Re: Does barreling make any sense now?
Don't remember the numbers, but pipe throughput sucks at mid-to-high distances. There are relevant threads on this. UPD. Yellow belt can provide 800 * 250 = 200K LpM (Liquid per Minute). A single offshore pump can fill a pipe fully and supply 20 boilers, and those consume 60 per second each, that's ...
- Sat May 06, 2017 6:53 am
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 53625
Re: Loader Poll - Trying to get an idea of what the opinions are
Loaders are nice. They need some tweaks, but they have their specific niche in bulk throughput designs, and open up some opportunities for over-beaconized assemblers (which aren't terribly efficient, but space consraints might be a factor sometimes). I'd say loaders need: 1. Removal of filtering abi...
- Sat May 06, 2017 6:39 am
- Forum: Balancing
- Topic: The Underground Belt Changes
- Replies: 5
- Views: 2608
Re: The Underground Belt Changes
Personally, I would prefer a research to increase the length of all underground belts, but current setup works too. All old blueprints are still workable, but now we can try to design more efficient ones. And you get a choice in early game to either accept yellow belt limitations and limit yourself ...
- Sat May 06, 2017 6:33 am
- Forum: Balancing
- Topic: Does barreling make any sense now?
- Replies: 7
- Views: 4383
Re: Does barreling make any sense now?
When you have a large factory, weaving a belt through it is generally easier than a rail track.
- Sat May 06, 2017 6:27 am
- Forum: Gameplay Help
- Topic: Help with circuit network
- Replies: 6
- Views: 2139
Re: Help with circuit network
I'd suggest the following setup: I. A small looped belt with a single item on it, with one belt tile connected by wire: read belt contents, pulse mode. It's your signal generator, and it will generate 0 most of the time, but will periodically generate 1's when the item passes the wired belt. You can...
- Fri May 05, 2017 8:17 pm
- Forum: Releases
- Topic: Version 0.15.8
- Replies: 58
- Views: 33959
Re: Version 0.15.8
And here we see the bad karma for doing a Friday release hit the developers. :-) https://cdn.meme.am/cache/instances/folder335/500x/53183335/one-does-not-simply-one-does-not-simply-release-code-on-a-friday.jpg Love the increased UG belt distances. Maybe they won't be that useful for the main bus, bu...
- Fri May 05, 2017 8:00 pm
- Forum: General discussion
- Topic: Piracy or Factorio
- Replies: 1
- Views: 1230
Re: Piracy or Factorio
If Factorio is being pirated, PM admins with the links, do not post cryptic messages here.
- Fri May 05, 2017 7:59 pm
- Forum: General discussion
- Topic: I would like to ask why my user status is displayed as free
- Replies: 13
- Views: 3868
Re: I would like to ask why my user status is displayed as free
I would also suggest to change your password on Factorio site.
It could have been download accelerator, but your password could also leak and some other people could be downloading the game in your name.
It could have been download accelerator, but your password could also leak and some other people could be downloading the game in your name.
- Fri May 05, 2017 4:33 pm
- Forum: Ideas and Suggestions
- Topic: Pollution and turret spheres hide the icons
- Replies: 3
- Views: 1134
Re: Pollution and turret spheres hide the icons
+1. I'd say this belongs to bug reports.
- Fri May 05, 2017 4:30 pm
- Forum: Gameplay Help
- Topic: biters not following evolution
- Replies: 1
- Views: 636
Re: biters not following evolution
I can confirm this for singleplayer - when I was eradicating some nests in early game, mediums started appearing somewhere in 0.20-0.25 range.
The numbers have changed I guess.
The numbers have changed I guess.
- Fri May 05, 2017 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Aquifer Water Drill
- Replies: 1
- Views: 628
Aquifer Water Drill
Suggestion: introduce a way for the player to create water when necessary, without making it possible to dig impenetrable moats. A 3x3 power-consuming building which eventually drills into the aquifer water layer (which may reside at varying depths, but generally the farther from the coast, the deep...