Search found 225 matches

by TheRaph
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...
by TheRaph
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...
by TheRaph
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...
by TheRaph
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...
by TheRaph
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...
by TheRaph
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...
by TheRaph
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.
by TheRaph
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...
by TheRaph
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.
by TheRaph
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...
by TheRaph
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 ...
by TheRaph
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 ...
by TheRaph
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...
by TheRaph
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

quadrox wrote:
Here you go
Thank you so much :D
by TheRaph
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...
by TheRaph
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

zombieroboninja wrote:Please make sideloading fully compress as before.
Yes please!

And here I've explained why.
by TheRaph
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?
by TheRaph
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...
by TheRaph
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...
by TheRaph
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...

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