Yea.... It's because if i build a real megabase with this design i will have more wagons on the trains. So tilability
Search found 289 matches
- Thu Sep 13, 2018 2:50 pm
- Forum: Show your Creations
- Topic: Inserter production
- Replies: 6
- Views: 3969
- Thu Sep 13, 2018 2:48 pm
- Forum: Show your Creations
- Topic: Inserter production
- Replies: 6
- Views: 3969
- Thu Sep 13, 2018 2:46 pm
- Forum: Show your Creations
- Topic: Inserter production
- Replies: 6
- Views: 3969
Re: Inserter production
Fair design. It could use a (limited) buffer for copper to deal with those trains not being there, and for optimization also a buffer between the 2 green inserters feeding iron to the ElCirc factories. Stuff on the ground is bad since those inserters will never reach a resting/idle state. Also add ...
- Thu Sep 13, 2018 10:53 am
- Forum: Show your Creations
- Topic: Inserter production
- Replies: 6
- Views: 3969
Re: Inserter production
It's not to hard to knit together the green science in a CPU friendly way with the railway and trains. https://i.imgur.com/lp6stH9.png 0eNq1nctuHEmSRX+lwLXYCH+713J6MWhgdr1sFBoUlVUihiI1JFXdjUL9+yQlZmYo5Z5xj0XmSk8ef4W/zK+Z/XH1/v7L5vPT3cPL1c9/XN3dPj48X/38jz+unu9+e7i5f/27l/983lz9fHX3svl09e7q4ebT65+ebu7u...
- Sun Sep 02, 2018 10:25 am
- Forum: Show your Creations
- Topic: Inserter production
- Replies: 6
- Views: 3969
Inserter production
What do you think about this inserter factory for an CPU optimized train factory? It makes 2.1k inserters from iron and copper plates not counting the intermittent stops when a new train rolls into the station. Inserters.png 0eNq1XMtu4zgQ/JVAZ2ugJimSynVP8w2LwcJxtImwtmxYSmaDIP++9COynJWsKjq+JTNxNdnd1W...
- Sat Sep 01, 2018 9:29 am
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 52360
Re: Friday Facts #258 - New autoplace
I thing the no oil in the starting area is a part of a bigger pacing problem for the game. Where blue science introduce to many new type of puzzle's to solve and there is almost no left for the rest of the game. Blue science also bumps up the resource cost and the amount of assemblers needed quite d...
- Mon Aug 27, 2018 11:57 am
- Forum: Show your Creations
- Topic: cpu-friendly setups (now with working screenshots :) )
- Replies: 4
- Views: 3315
Re: cpu-friendly setups (now with working screenshots :) )
Red science.png This is what I come up with to counter your design. Hope someone can beat it. 6 beacon on each science assembler. String: 0eNq1W8FyozgU/JUpzmYKSUhAjvMJu4c5TE1tYVubUGNjF+DZTaXy7yuGiu3MQtQt2ac4ien3eK2W9AT9kqx3J3vsmnZIHl6SZnNo++Th20vSN49tvRv/NjwfbfKQNIPdJ6ukrffjb2tbu68mr6ukabf23+RBvK68...
- Mon Aug 27, 2018 7:37 am
- Forum: Show your Creations
- Topic: cpu-friendly setups (now with working screenshots :) )
- Replies: 4
- Views: 3315
Re: cpu-friendly setups (now with working screenshots :) )
1. Perfect ratios is not always the most optimized for CPU but try to make it better with ratios in mind. You could for example let 1 gear assembler feed into 2 red science assembler. 2. You get better beacon coverage if the beacon rows are offset 1 tile to the assemblers. Move the bottom row of bea...
- Fri Aug 03, 2018 9:20 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 69731
Re: Friday Facts #254 - No research queue for you
I understand the downside of the research queue. I thing the queue is bad for knew players and good for players that have played a long time and already know bigger part of the tech by hart (Many forum dwellers). So i think it's a good design to leave it to mods or an option.
- Sat Jul 14, 2018 8:29 pm
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 30714
Re: Friday Facts #251 - A Fistful of Frames
While i usually endulge technical aspects of FFF i'm out of this one. The only graphical stuff i did was painting images with GDLIB in PHP and using the G15 library for some text and rectangles in EVEMON. Maybe one of you guys who does this for a job could dumb this down a bit? So what i know is th...
- Tue Jul 10, 2018 6:46 am
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 47131
Re: Friday Facts #250 - Dead end conclusion
By making players share items, organise them in chests, protect them, it leads to way more emergent situations that can be fun in multiplayer. "where is the steam engine blueprint? it's in a chest next to the boilers, use that to build more". By making players do extra work to share bluep...
- Sat Jul 07, 2018 7:16 am
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 47131
Re: Friday Facts #250 - Dead end conclusion
I don't understand the difference between a blueprint and a blueprint tool! Can't we have a blueprint tool that is on the level and switchable from the pickax. The the copy paste functionality could be built into the blueprint-tool and some function to easily transfer blueprint info from and to the ...
- Sat Jul 07, 2018 7:10 am
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 47131
Re: Friday Facts #250 - Dead end conclusion
The functionality of automatic blueprint library sharing in multiplayer is removed. The "shared blueprints" panel is removed. Blueprints and blueprint books in multiplayer will be shared by manually trading the items or by linking them in the chat. Blueprints or books linked in the chat c...
- Tue Jul 03, 2018 6:26 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 58494
Re: Friday Facts #249 - Dead end exploration
To me, just having the copy and paste functionality, rather than needing a blueprint all the time, would clear up a lot of the situations where my inventory gets cluttered with random blueprints. If I had to pick one I believe option 4 sounded the best to me out of the proposed ideas. I start to th...
- Sat Jun 30, 2018 8:54 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 58494
Re: Friday Facts #249 - Dead end exploration
What about a blueprint tool that 1. Always store 1 blueprint and only 1 blueprint only. 2. You will be able to ad the bp in your bptool to the library. 3. You will be able to ad a copy of a bp in the library to your bptool (the old bp in the tool will disappear) 4. When you make a new bp the old one...
- Sat Jun 30, 2018 9:04 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 58494
Re: Friday Facts #249 - Dead end exploration
I often use Blueprints when i "need" to move a section of the factory 1 tile to the left or similar situations. It's now quite cumbersome you first have to 1. create a new empty blueprint. ctrl+B. 2. blueprint the section you want 3. find the deconstruction planner 4. deconstruct the part ...
- Fri Jun 22, 2018 2:42 pm
- Forum: News
- Topic: Friday Facts #248 - Not Saturday Facts
- Replies: 71
- Views: 28853
Re: Friday Facts #248 - Not Saturday Facts
-There are of course other small projects that are ongoing, such as improved pipe-fluid physics and improved map generation, but more on those when they are fleshed out. I would say that is huge... And the "Sync mods with a server you want to join." feature could make multiplayer more live...
- Mon Jun 11, 2018 8:02 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 51959
Re: Friday Facts #246 - The GUI update (Part 3)
I'm not sure why Microsoft manages to get fonts right, and none of the competitors can get it to work right. Does anyone here know about Linux or Apple and can tell me what the problem is? Funny thing is that technically Microsoft is the one rendering the fonts wrong . Without going into too much d...
- Fri Jun 01, 2018 4:00 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 51546
Re: Friday Facts #245 - Campaign concept
About the question to do production or high tech science first is simple, production science is much easier to do than high tech so it will be production science first 100% of the times. What bother me about the balances between different science pack is that blue feels much harder than production. ...
- Sat May 26, 2018 2:50 pm
- Forum: Ideas and Suggestions
- Topic: Automatic Assembly Machine Recipe Changing w./ Combinators
- Replies: 15
- Views: 10344
Re: Automatic Assembly Machine Recipe Changing w./ Combinators
Check out the crafting combinator mod!
https://mods.factorio.com/mods/theRusty ... combinator
https://mods.factorio.com/mods/theRusty ... combinator