Search found 346 matches

by Bauer
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...
by Bauer
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 ...
by Bauer
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...
by Bauer
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...
by Bauer
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.
by Bauer
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...
by Bauer
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...
by Bauer
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

CDarklock wrote:
Thu Mar 07, 2019 2:48 pm
LordWampus wrote:
Thu Mar 07, 2019 2:42 pm
Always be prepared!
Always be closing!

Second prize is a set of steak knives.
And I thought the new ABC rule is "always be charging"...
by Bauer
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...
by Bauer
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...
by Bauer
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 ...
by Bauer
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...
by Bauer
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...
by Bauer
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...
by Bauer
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!
by Bauer
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 ...
by Bauer
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...
by Bauer
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.
by Bauer
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...
by Bauer
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...

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