Search found 835 matches
- Wed Jul 04, 2018 10:53 am
- Forum: Implemented mod requests
- Topic: Prototype property to stop inserters from "chasing" items
- Replies: 17
- Views: 10284
Re: Prototype property to stop inserters from "chasing" items
Or just increase the "collisionbox" size from where it can immediately grab an item, so it doesn't need to chase at all. Item magnetism/vacuuming of sorts. Make those inserters suck... in a good way ;) This would also make stack inserters run much quicker when grabbing stuff from a fast be...
- Wed Jul 04, 2018 10:23 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] UPS Friendly Nuclear Reactor
- Replies: 26
- Views: 8141
Re: [REQUEST] UPS Friendly Nuclear Reactor
Can an assembler prototype require a negative amount of power? If so it'd be real easy to do. Assembler (Nuclear Reactor) with recipy: Power Generation (nuclear fuel -> spent nuclear fuel). 200s recipy time. -40 MW power "requirement". Module effects disallowed. Alternative would be to do ...
- Wed Jul 04, 2018 10:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Error: "Direct3D device lost during loading of sprites"
- Replies: 8
- Views: 3423
Re: [0.16.51] Error: "Direct3D device lost during loading of sprites"
http://www.tomshardware.co.uk/answers/i ... rx580.html
You're not the first to have this issue. There's some possible causes in the thread I linked... most likely cause is that an incorrect firmware has been flashed onto the card for performance/overclocking reasons.
You're not the first to have this issue. There's some possible causes in the thread I linked... most likely cause is that an incorrect firmware has been flashed onto the card for performance/overclocking reasons.
- Wed Jun 27, 2018 3:33 pm
- Forum: Ideas and Suggestions
- Topic: Bot Recall
- Replies: 21
- Views: 10112
Re: Bot Recall
A workaround I've used is to use filter inserters to yank specific bot types out of frequently used roboports. Typically dumping them into a purple chest to be sent off to the bot upgrade centers. For construction bots: Use roboports near logistics storage and wherever you are dropping off wood/ston...
- Tue Jun 26, 2018 8:03 am
- Forum: Releases
- Topic: Version 0.16.51
- Replies: 121
- Views: 100821
Re: Version 0.16.51
Why not change the icon to that of a car battery? A cube-y shape fits the industrial motif better anyway, does it not?
- Mon Jun 25, 2018 9:39 am
- Forum: Gameplay Help
- Topic: Vehicle stuck over resources
- Replies: 6
- Views: 2623
Re: Vehicle stuck over resources
Use an inserter to feed fuel to it? Long handed inserter might do the trick. They should be able to feed fuel to idle vehicles.
- Tue Jun 12, 2018 1:03 pm
- Forum: Ideas and Suggestions
- Topic: Cargo aircraft as a new logistic option
- Replies: 8
- Views: 4346
Re: Cargo aircraft as a new logistic option
Why not use blimps instead? Airships are slower so less problems with relative speed (trains will be faster), and they can moor anywhere, so no messing around with taxiways.
It would be an option for difficult to reach mines or low frequency stations.
It would be an option for difficult to reach mines or low frequency stations.
- Tue Jun 12, 2018 8:13 am
- Forum: Releases
- Topic: Version 0.16.50
- Replies: 22
- Views: 25873
Re: Version 0.16.50
(2-2).(2^(2^2)).((2+2*2*2)^2)/2 :) Such a nice and round version number :D (where, as a programmer, "round" is mostly defined as having to do something with the number "2" :lol: ) "2" is the loveliest number of them all. All things should come in powers of 2. I agree 1...
- Tue Jun 05, 2018 12:38 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 24974
Re: How to fix module balance
The main users of modules are megabases. If you aren't playing on after launching a rocket, then typically you just need a few modules for the silo. (Some players use modules in labs or other places, but others don't). To fix the ups problems will require a fluid mechanics overhaul, and possible a ...
- Tue Jun 05, 2018 9:40 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 67018
Re: Friday Facts #245 - Campaign concept
I like the split between high science and production.
Dislike the Logistics System still being locked behind yellow science.
Dislike the Logistics System still being locked behind yellow science.
- Thu May 31, 2018 9:41 am
- Forum: Modding discussion
- Topic: What are "Quality of Life" mods?
- Replies: 12
- Views: 11137
Re: What are "Quality of Life" mods?
Wallhacks are not QoL (in shooters), because it alters the perception of one player, which in shooters is usually a gamebreaking advantage. Aimbot as well, since the ability to miss and reaction time are part of the gameplay. At least in shooters. If you have a wallhack in say, a godgame like The Si...
- Thu May 31, 2018 9:29 am
- Forum: Releases
- Topic: Version 0.16.47
- Replies: 69
- Views: 36181
Re: Version 0.16.47
Recently reported bugs fixed quickly again. Nice to see the good work continue
- Wed May 30, 2018 9:23 am
- Forum: Modding discussion
- Topic: What are "Quality of Life" mods?
- Replies: 12
- Views: 11137
Re: What are "Quality of Life" mods?
*drops E0.02* QoL mods are basically anything that makes the game easier to play without impacting the core gameplay. Stuff like: - Bigger inventory to lug around more stuff - More quickslots - Alternate ways to select stuff or read stuff (such as "long reach") - Vehicle steering aids that...
- Fri May 25, 2018 7:44 pm
- Forum: Energy Production
- Topic: Tileable Nuclear setup (v4)
- Replies: 8
- Views: 26169
Tileable Nuclear setup (v4)
Short version: - Tileable design expandable into infinity as long as terrain permits - Requires landfilling. Works well with tall but narrow stretches of water. - Throttled design, reactors will only be active when more steam production is needed. - Production: 640MW per 4 reactors, 560MW drained by...
- Fri May 25, 2018 11:36 am
- Forum: Gameplay Help
- Topic: Avoid logistic loop pulling from and returning items to bus
- Replies: 8
- Views: 4177
Re: Avoid logistic loop pulling from and returning items to bus
Huh. That tap's more narrow then my own design... might need to pilfer that. Neat :) I had 2 inserters taking from the chest and merging both sides of the belt, then push that in via priority splitter. More throughput, but wider. Storage chests with filter could replace the "factory" green...
- Fri May 25, 2018 6:40 am
- Forum: Gameplay Help
- Topic: Combat in DeathWorld - Flame Turrets
- Replies: 6
- Views: 2418
Re: Combat in DeathWorld - Flame Turrets
You'd typically want to use Light oil for those turrets. Lowers the consumption rate. Barelling and chain-feeding them is an option. If your defenses are permanent, consider a storage tank, 'though on your settings that's a hefty resource investment in terms of oil.
- Fri May 25, 2018 5:59 am
- Forum: This Forum
- Topic: Tapatalk
- Replies: 49
- Views: 36266
Re: Tapatalk
You're the only one who seems to be so vocal about it Stein. One person shouting loudly does not a common opinion make.
- Thu May 24, 2018 8:28 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Eco Megabase, 640SPM, only belts, All normal.
- Replies: 13
- Views: 9921
Re: Eco Megabase, 640SPM, only belts, All normal.
Costs are okayish. A radar, a few steel, a lot of explosives (coal and petrol). The production time is quite long however. To clear an area, I'd recommend using a 2 to 4 wagon artillery train - those take 100 shells per wagon, which takes a LONG time to reload unless you massproduce shells. But it d...
- Thu May 24, 2018 5:03 am
- Forum: Gameplay Help
- Topic: Avoid logistic loop pulling from and returning items to bus
- Replies: 8
- Views: 4177
Re: Avoid logistic loop pulling from and returning items to bus
For items that actually go on the bus: Bus -> Green inserter (if item <10 stacks load into chest) -> Buffer chest -> Green inserter (if item > 20 stacks pull from chest onto bus) -> Bus (with priority merge) Then if there's a large surplus some of it ends up in generic storage - but that doesn't mat...
- Thu May 24, 2018 4:57 am
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 36623
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
Belts requiring power... no. Just no. They're at the core of Factorio gameplay, and it would seriously detract from the enjoyment of this game if they'd suddenly require power. Pumps... I suppose you could do a "burner pump" and "electric pump". Wouldn't be too hard to push the c...