Search found 120 matches
- Fri Jan 04, 2019 4:12 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154161
Re: Friday Facts #275 - 0.17 Science changes
Let's imagine an alternative universe where they picked refined concrete. And we wanted rails. :o The iron ore would not be popular. We also might claim it's too complex. I've never built refined concrete in any factory. This is something I need a push to make. Rails aren't. Is it good or bad to mak...
- Thu Jan 03, 2019 1:50 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154161
Re: Friday Facts #275 - 0.17 Science changes
And please remember, I don't mind the rails (actually like the idea of a stone based item requirement), but I am very much concerned by the number of rails required in the recipe. There is no other recipe with such high item count to be delivered to the assemblers. Please reconsider it... We need t...
- Tue Jan 01, 2019 9:49 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154161
Re: Friday Facts #275 - 0.17 Science changes
Am I wrong here? Are many people driving science production from intermediate products produced in your main factory? I do it with engines, and I think everyone does it with red circuits. I make them because blue science will need them, but I also intend to have extras. Some things (bullets, turret...
- Mon Dec 31, 2018 9:51 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154161
Re: Friday Facts #275 - 0.17 Science changes
About "theme", where are the Braking Force techs? Because we would learn how to make trains stop ridiculously fast without destroying the track, exactly by melting very many tracks into purple goo to see what happens. I agree rail doesn't fit the theme for the same reasons, but I just thin...
- Sun Dec 30, 2018 8:24 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154161
Re: Friday Facts #275 - 0.17 Science changes
I wonder how much of the current Gun Turret balance is intended, and if they'll be weaker at endgame without the double-dipping from 2 techs. They're completely OP with Uranium bullets and 1-2 Space upgrades, and I don't even put walls in front of them. https://imgur.com/1sp27fX.png But the lasers a...
- Sun Dec 30, 2018 12:17 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 210927
Re: Friday Facts #266 - Cleanup of mechanics
I'm new to this, but have been drawn here by off-topic spam in the FFF #275 thread. :/ If you hadn't spammed elsewhere where I wanted to discuss other things, I would not be here. But I've come and read your thread. Many pages of it! The recent stuff is all fake. No one likes axes this much. And I d...
- Sat Dec 29, 2018 7:27 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154161
Re: Friday Facts #275 - 0.17 Science changes
Something cool I noticed about direct insertion ratios on purple science. 30/21 rails is a mess, but it exactly cancels into clean ratios if you have speed penalties from 2x prod modules (in assembly machine 2), or 4x prod modules. I still haven't decided what shape I'd build it all in though. 1:2:8...
- Sat Dec 29, 2018 7:04 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154161
Re: Friday Facts #275 - 0.17 Science changes
Excited for the new recipes. I tend to quit bases around the transition from blue to purple science, as the scale gets huge, but I don't have exoskeletons and everything feels so tedious. With purple vs. yellow more of a choice, I can finally get yellow first, and then do purple after I can actually...
- Mon Nov 12, 2018 3:39 am
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 44
- Views: 17598
Re: Circuit network connections for splitters
I use splitters for more than just backbones. I split items up from belts to their respective train loader and it would really help when i have an automated station (that is, items change based on what recipe it's currently doing) to set up which train loader gets what items. I don't intend to expl...
- Sun Nov 11, 2018 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 44
- Views: 17598
Re: Circuit network connections for splitters
I suspect a programmable filter is useless. Compared to the filter inserter, a splitter guarantees its item will back up, instead of passing through. Letting an item back up on a mixed belt is almost never what you want, as it easily deadlocks. If an item is so toxic to the system ahead of it that i...
- Thu Nov 08, 2018 3:26 am
- Forum: Implemented Suggestions
- Topic: Sync Mods + Load Game as a single operation
- Replies: 6
- Views: 4009
Re: Sync Mods + Load Game as a single operation
I changed my mind. This feature would not solve the problem. I am going to create separate mod folders for every one of my worlds, and separate .bat files to launch directly to the world, using its own mods. This will be faster than any in-game feature for reloading mods. Only a customized launcher ...
- Wed Nov 07, 2018 10:55 pm
- Forum: Ideas and Suggestions
- Topic: Burner inserters should always be able to fuel themselves.
- Replies: 6
- Views: 2619
Re: Burner inserters should always be able to fuel themselves.
I like them how they are. The belt speed wouldn't make my "top 3 annoyances" with them: Always pre-fuel burner inserters that are moving non-fuel items, before connecting the belts behind them, or they will immediately break themselves moving an item instead of grabbing fuel. Never let the...
- Wed Nov 07, 2018 4:18 pm
- Forum: Ideas and Suggestions
- Topic: Condensers
- Replies: 18
- Views: 5329
Re: Condensers
It would allow you to to create fully independent bases that don't even care about being connected to your main power supply that are supplied by steam and don't care about location. Blueprints that rely on steam power and don't need to be manually hooked up to a water source, but instead utilize y...
- Wed Nov 07, 2018 3:31 pm
- Forum: Implemented Suggestions
- Topic: Sync Mods + Load Game as a single operation
- Replies: 6
- Views: 4009
Sync Mods + Load Game as a single operation
TL;DR "Load this game, with these mods," as a single operation. What ? Factorio knows how to start directly into a game. It just isn't being asked to. The --load-game command line option exists, and works. "Sync Mods" already replaces Factorio with a new process. It could simply...
- Wed May 30, 2018 3:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.16.43] Inserter inconsistency when grabbing from belts
- Replies: 6
- Views: 3253
Re: [kovarex] [0.16.43] Inserter inconsistency when grabbing from belts
My blueprint still produces it for me in 0.16.46:
https://youtu.be/zi6KU6maWlw
Unfortunately I don't know how to do the tick timing with combinators, only to check if a belt has full throughput with splitters.
https://youtu.be/zi6KU6maWlw
Unfortunately I don't know how to do the tick timing with combinators, only to check if a belt has full throughput with splitters.
- Sun May 27, 2018 2:17 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.16.43] Inserter inconsistency when grabbing from belts
- Replies: 6
- Views: 3253
Re: [0.16.43] Inserter inconsistency when grabbing from belts
I confirmed this in a different way, using priority splitters to tell when the belt ahead was blocked. Only the mirrored south orientation ever overflowed onto the other side of the splitter.
edit: idk if this is even useful, but here's my test blueprint, and a picture of which belt overflows.
edit: idk if this is even useful, but here's my test blueprint, and a picture of which belt overflows.
- Sun Apr 29, 2018 6:24 pm
- Forum: Resource Spawner Overhaul
- Topic: Wrong code applies richness modifier
- Replies: 4
- Views: 2074
Wrong code applies richness modifier
Sorry if I'm reporting this in the wrong place. Also I only know Lua, almost nothing about Factorio modding. http://i.imgur.com/oBFbsFX.png This probably meant to do "res_conf.type" instead of "type". The latter is a function reference, and will always compare unequal to those st...
- Mon Jan 22, 2018 9:34 pm
- Forum: Duplicates
- Topic: [0.16.17] Crash After Placing Splitter
- Replies: 2
- Views: 808
Re: [0.16.17] Crash After Placing Splitter
Wasn't this either; I removed the turret and it still crashed. I think I'm done trying to guess.
- Mon Jan 22, 2018 9:11 pm
- Forum: Duplicates
- Topic: [0.16.17] Crash After Placing Splitter
- Replies: 2
- Views: 808
- Fri Dec 15, 2017 1:10 am
- Forum: Resource Spawner Overhaul
- Topic: Usefull commands for Map-tests
- Replies: 11
- Views: 99299
Re: Usefull commands for Map-tests
(I realize the thread is 1+ years old, but it still shows up on Google. I'm still using this thread in Dec 2017.) I like to add a line to make the map always bright: /c game.forces.player.chart(game.player.surface, {lefttop = {x = -2048, y = -2048}, rightbottom = {x = 2048, y = 2048}}) /c game.spee...