Search found 225 matches
- Sat Jan 06, 2018 5:16 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 343894
Re: Friday Facts #224 - Bots versus belts
Be careful increasing belt throughput as belts could displace trains Currently I consider a blue belt equal to about one train car if a train comes every 50 seconds. If belts were "buffed" to 3-4 times the throughput of a blue belt, then most of my early to mid game trains (usually 4 cars...
- Sat Jan 06, 2018 4:54 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 343894
Re: Friday Facts #224 - Bots versus belts
I've written my opinion earlyer, but like to extend a bit: The usability of belts depends also on inserters. So I think inserters need a refresh. There schuld be more than one long handed version. More options to influence behaviour of inserter by circuit network (not only on off) an different angle...
- Sat Jan 06, 2018 2:18 pm
- Forum: Ideas and Suggestions
- Topic: More Inserters but no more Inserters (and robot arm).
- Replies: 7
- Views: 2248
Re: More Inserters but no more Inserters (and robot arm).
Are you saying that it should also be possible to reverse the direction of the inserter? Yes but no ... The quoted text is in meaning of to set in inserter menu for every direction what to do (grab or drop). Therefor you can set direction this way - but not like negative stack size. I've found that...
- Sat Jan 06, 2018 12:21 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 343894
Re: Friday Facts #224 - Bots versus belts
People want to build megabases (its pretty much the aim of the game) but building it with belts is much more difficult then bots. Belt based bases are WAY more interesting to look at then bot bases and when showing someone who is new to the game a belt-mega-base would look way way more cool to them...
- Sat Jan 06, 2018 12:04 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 343894
Re: Friday Facts #224 - Bots versus belts
Please don't remove bots. But make belting more interesting in later game. sugestion 1. Please make a new layer of belts. So it would be posible to feed a factory with masses of beacons through a second layer. Due to the fact blue belt have more throughput than a hand full of bots, some more players...
- Thu Jan 04, 2018 4:02 pm
- Forum: Gameplay Help
- Topic: command to summarise ore deposits
- Replies: 1
- Views: 859
Re: command to summarise ore deposits
For every one who may search ... here the solution: /c for key, ent in pairs(game.surfaces[1].get_resource_counts()) do game.player.print(key .. " ==> "..ent) end Prints a list like: crude-oil ==> 33485265 iron-ore ==> 55259446 copper-ore ==> 28436455 uranium-ore ==> 6000469 coal ==> 28320...
- Sat Dec 30, 2017 8:11 pm
- Forum: Gameplay Help
- Topic: command to summarise ore deposits
- Replies: 1
- Views: 859
command to summarise ore deposits
Is there any command to summarise the amounts (sorted by type) of all ore deposits of entire revealed map (or every already created chunks).
Thanks for any suggestion that may help.
Thanks for any suggestion that may help.
- Sat Dec 30, 2017 7:58 pm
- Forum: Not a bug
- Topic: [0.16.7] Ore generation: stone and uranium interchanged
- Replies: 6
- Views: 2159
Re: [0.16.7] Ore generation: stone and uranium interchanged
You seemed to have missed what I assume is about 2.5M stone in the south east in your screenshot, considering that stone is not needed for consumable material this does not sound bad at all. Even if there was none, the way it is created, a single map is completely anecdotal. - Maybe I've missed som...
- Fri Dec 29, 2017 11:59 am
- Forum: Not a bug
- Topic: [0.16.7] Ore generation: stone and uranium interchanged
- Replies: 6
- Views: 2159
Re: [0.16.7] Ore generation: stone and uranium interchanged
Player here seems to have the same problem.
- Fri Dec 29, 2017 11:17 am
- Forum: Not a bug
- Topic: [0.16.7] Ore generation: stone and uranium interchanged
- Replies: 6
- Views: 2159
Re: [0.16.7] Ore generation: stone and uranium interchanged
You're right. Stone will ever spawn at starting Location (some k of it). But look at attached screenshot - I startet creative-mode nad the first map I createt is this map. On entire revealed map, ther are only 44k of Stone (at starting Location) and an overall of 3.4M of uranium. (You see one deposi...
- Wed Dec 27, 2017 9:19 pm
- Forum: Not a bug
- Topic: [0.16.7] Ore generation: stone and uranium interchanged
- Replies: 6
- Views: 2159
[0.16.7] Ore generation: stone and uranium interchanged
As written in Topic: Stone and uranium ore seems to be interchanged. It was written in Release-Log, that starting resources are nearby and for uranium you have to take a look. But this behavior is reversed. Uranium comes in mid huge deposits near starting area. For stone on the other hand, you have ...
- Sun Dec 24, 2017 10:21 pm
- Forum: General discussion
- Topic: Semi-physical analysis on how belt compressing should work
- Replies: 3
- Views: 2149
Re: Semi-physical analysis on how belt compressing should work
Both diagrams show the same thing. The only difference is the machine doing the pushing (inserter vs belt) and the dimension along which the object is being pushed (x/y vs. z). Why should the belt be able to push items back any more forcefully than the inserter? The inserter actually runs on power ...
- Sat Dec 23, 2017 9:32 pm
- Forum: General discussion
- Topic: How to get old concrete in 0.16
- Replies: 11
- Views: 5358
Re: How to get old concrete in 0.16
Did you have try out this: https://forums.factorio.com/viewtopic.php?f=5&t=55580 As far as I see, this awesome work isn't a mod but a texture (pack), so you may use it without thinking about missing your achievements. https://lh3.googleusercontent.com/BrvY4zkbvlh6ctTI8tY-hVoLwNCBnRPpdv3qcSNm7ggm...
- Sat Dec 23, 2017 9:10 pm
- Forum: Texture Packs
- Topic: High Res Concrete Textures - old style
- Replies: 16
- Views: 10319
Re: High Res Concrete Textures - old style
Thank you so muchquadrox wrote:
Here you go
- Sat Dec 23, 2017 7:02 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 54684
Re: Friday Facts #222 - Christmas avalanche
I use barrels for a reason in vanilla game... I use them to jump start coal liquefaction. When I create an outpost in vanilla, I prefer to create fuel for my trains locally if possible. Oil is generally not as common as Coal, and I can use coal liquefaction and convert/process the results to rocket...
- Sat Dec 23, 2017 5:11 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 54684
Re: Friday Facts #222 - Christmas avalanche
Yes please!zombieroboninja wrote:Please make sideloading fully compress as before.
And here I've explained why.
- Sat Dec 23, 2017 5:10 pm
- Forum: Texture Packs
- Topic: High Res Concrete Textures - old style
- Replies: 16
- Views: 10319
Re: High Res Concrete Textures - old style
I like this.
May you build a version with same texture but without tiles? Like real cast concrete?
May you build a version with same texture but without tiles? Like real cast concrete?
- Sat Dec 23, 2017 2:52 pm
- Forum: General discussion
- Topic: Semi-physical analysis on how belt compressing should work
- Replies: 3
- Views: 2149
Semi-physical analysis on how belt compressing should work
I don't know if this is in the right sub forum ... at first I attempt to put it into suggestions section ... but I hope the devs may read it, even it is here. First I like to recapitulate about the actual physics of belts. We know that items may stuck on belt but the belt itself will continue to run...
- Sat Dec 23, 2017 12:06 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 54684
Re: Friday Facts #222 - Christmas avalanche
Hi, glad to here all of that. Train fixes, optional bufferchest settings, that all deserves a thumps-up. One more opinion on the sideloading belt-compression thingy. I use to build earlygame-sorters like these: https://www.civforum.de/attachment.php?attachmentid=1626885 I don't really care if sidel...
- Sat Dec 23, 2017 12:00 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 54684
Re: Friday Facts #222 - Christmas avalanche
You're right we got use to it. This wasn't some unintended behavior like inserting into underground belts. This was a front and center feature showed off in a previous FFF and one of the defining features of vanilla tankers vs the prior popular modded ones. Of _course_ we got use to it. If you want...