Search found 346 matches
- Sun Mar 17, 2019 10:25 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 4 belts beaconed smelter row
- Replies: 43
- Views: 33253
Re: 4 belts beaconed smelter row
Updated to version 0.17 (universal use without filter splitter) 4 blue belts output (179-180 items/s) 4 blue belt smelter v0.17.jpg 0eNqtne1uXDcOhu/Fv5Pi6IuSciuLReDY09ZY1zbGdrFFkXvfcePJzqbnHPF9tD+KtLVDHZF8KZKiyD+vvty/Hp6Odw8vV5/+vLq7eXx4vvr0jz+vnu9+ebi+f/t/L388Ha4+Xd29HH67+nD1cP3b2399OVyffvXq64eru4f...
- Fri Mar 15, 2019 12:09 pm
- Forum: Gameplay Help
- Topic: Dealing with bot population/repartition
- Replies: 12
- Views: 4122
Re: Dealing with bot population/repartition
What you mean get them back? Bots can just stay in their own network, to build a new network remotely you can "seed" it using a requester+conveyor+roboport with some circuits, all within range of a previous network. There are many use cases for this: 1. You build a fab (with construction ...
- Fri Mar 15, 2019 12:02 pm
- Forum: Ideas and Suggestions
- Topic: Request/Idea: Train toggle to don't skip disabled stations
- Replies: 18
- Views: 6204
Re: Request/Idea: Train toggle to don't skip disabled stations
What is needed is the ability of trains to skip (enabled) stations on circuit input. You let the train leave on circuit input when it's ready to go. And the train "decides" the target station when leaving. Until then: Live with the fact that you cannot perfectly control what trains are doi...
- Thu Mar 14, 2019 2:18 pm
- Forum: Gameplay Help
- Topic: Two belts into a Furnace
- Replies: 11
- Views: 5245
Re: Two belts into a Furnace
And after a while you can research long handed inserters so you can take items from a second belt. But why do that for regular smelting? Sure, there are plenty of instances where you need that, but with smelting only for some steel smelting setups. For iron, copper and stone you can save tons of in...
- Thu Mar 14, 2019 7:07 am
- Forum: Gameplay Help
- Topic: Two belts into a Furnace
- Replies: 11
- Views: 5245
Re: Two belts into a Furnace
For the start, it's cheaper to use inserters to feed coal _to_ the belts.
- Mon Mar 11, 2019 11:04 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Space Optimized Green Circuit Design
- Replies: 23
- Views: 39444
Re: Space Optimized Green Circuit Design
A few questions, Don't you have a problem with the copper wire throughput? I always use a 3:2 ratio... EDIT: I see you tweaked this with the beacons. Verri naajs. The chests between the iron belts and the circuit factory are there for transfer only I assume? And lastly; I believe you'll get a short...
- Mon Mar 11, 2019 8:53 am
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 30467
Re: Friday Facts #285 - Bugs, Bugs, Bugs.
Elegant solution would be to indroduce some sort of recycler into vanilla game where you put items that are no longer needed to get some materials back. I like it. I've even used a mod that did it. But really is it THAT bad that you have a chest somewhere with all the junk you never use anymore? To...
- Thu Mar 07, 2019 2:53 pm
- Forum: General discussion
- Topic: Some thoughts on 0.16 -> 0.17
- Replies: 25
- Views: 9485
Re: Some thoughts on 0.16 -> 0.17
- Thu Mar 07, 2019 2:27 pm
- Forum: General discussion
- Topic: Feed back from a 11y old kid
- Replies: 3
- Views: 2524
Re: Feed back from a 11y old kid
My son was also 11 when I got the game. He watched me and wanted to play himself. So I bought him a steam key and we did multiplayer together. That was much more helpful than the tutorial which wasn't so great a few years ago. He fully understands the concepts of Factorio except for the combinator l...
- Thu Feb 28, 2019 10:32 am
- Forum: Ideas and Suggestions
- Topic: Please Bring Back Chests and Power Poles as Sources of Fuel
- Replies: 44
- Views: 11479
Re: Please Bring Back Chests and Power Poles as Sources of Fuel
I agree. I loved to get rid of the wooden poles and chests by burning them. However, I still got those burner miners and a half used pick-axe (R.I.P.) and outdated wearables that were doomed to sit in a chest until the end of days. I'll have the half used pick axe less and a few stacks of wooden pol...
- Tue Feb 05, 2019 11:45 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40581
Re: Lategame mining options are lacking
It is true. But if you compare to for example simple electronic circuits or mechanical constructions, Factorio is not complex. The biggest difference is that Factorio world is always ideal and predictable, but real world is not. There are noise, spikes, internal and external conditions etc., which ...
- Tue Feb 05, 2019 8:11 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40581
Re: Lategame mining options are lacking
BTW, we all like factorio because of it's complexity. This is why I believe that a huge cost is not the answer. We have a great abundance of construction materials available in late game. And what seems to be huge cost is trivial once your 10 times bigger. Unfortunately this is not true. Overwhelmi...
- Tue Feb 05, 2019 7:15 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40581
Re: Lategame mining options are lacking
Idea: A mine that can placed anywhere and that drills deep infinitly long with the same (high) yield. Problem: It produces a mixture of all 5 basic resources (iron ore, copper ore, stone, coal, wood) with a random distribution that changes with time for all miners. Thus, the player has to handle cha...
- Tue Feb 05, 2019 7:08 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40581
Re: Lategame mining options are lacking
I am seeing quite a few ideas here that fulfill the requirement to take the tediousness out of late game mining. However, without having better ideas, I have to say that they seem to be too easy to implement. The next step in mining tech should enable large scale mining without making it a trivial e...
- Mon Feb 04, 2019 12:53 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 90463
Re: Friday Facts #280 - Visual Feedback is the king
Thank you. I love the new train interface!
- Fri Feb 01, 2019 11:11 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40581
Re: Lategame mining options are lacking
The introduction of a completely new game concept is unlikely to happen before v1.0. However, as mentioned before, having programable vehicules would be such a concept. Radars could scan the map for ore patches and the existing combinator logic could be used similar to the AAI mod. The beauty of it ...
- Fri Feb 01, 2019 10:55 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40581
Re: Lategame mining options are lacking
To make my point even clearer. Let's have a look at logistics: If you want to transport 13 iron ore from A to B, you put it in your inventory and walk. This is the quickest, easiest, and most economical solution. If you need to transport 13 iron ore from A to B per second , walking is still possible...
- Fri Feb 01, 2019 8:57 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40581
Re: Lategame mining options are lacking
The only idea that would match this is AAI programmable vehicles.
The mod is too complicated to be integrated in vanilla.
The mod is too complicated to be integrated in vanilla.
- Fri Feb 01, 2019 8:50 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 77245
Re: Friday Facts #279 - Train GUI & Modern Spitter
With the rework of the train UI, there is a major addition I'd love to see: "skip conditions". The exact same setup as the wait conditions, but determines whether the station should be visited or the train should skip it and go to the next station in the schedule instead. As a simple theo...
- Fri Feb 01, 2019 7:59 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40581
Re: Lategame mining options are lacking
Factorio a game about automation. (Hand-crafting --> (assembly) machines) And about the automation of automation. (Hand-placing --> blue prints/bots) Mining and alien annihilation are the only things in late game that cannot be "level 2" automated. The artillerie is a move in the right dir...