Search found 12797 matches
- Thu Apr 10, 2014 9:05 pm
- Forum: General discussion
- Topic: Most Efficient Steam EngineLayout?
- Replies: 16
- Views: 10568
Re: Most Efficient Steam EngineLayout?
Nice. I also thought about it. How much tanks?
- Thu Apr 10, 2014 9:01 pm
- Forum: Ideas and Suggestions
- Topic: Power switch on buildings
- Replies: 3
- Views: 1737
Re: Power switch on buildings
My tip: Why should an electrical pole be called "substation"?
https://forums.factorio.com/wiki/inde ... Substation
https://forums.factorio.com/wiki/inde ... Substation
- Thu Apr 10, 2014 3:51 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 211505
Re: Electric energy
I repeat, it is possible to build 1000 steam engines (or perhaps only 200 with an advanced power generation), but it's clear, that it is much easier to build only one power generator. Easier to built one nuclear power plant, dig for uranium, concentrate it, etc. put it in the nuclear burner, care f...
- Thu Apr 10, 2014 2:43 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 211505
Re: Electric energy
@BubbaJim: the cited sentences are just a very fast jump from one thought to the next. This post, too. :) This is because I connect many things together and I don't be able to explain every aspect of that in detail. But there are about a doozen of aspects, which all tell me, that this is the directi...
- Thu Apr 10, 2014 9:22 am
- Forum: Balancing
- Topic: Belts And Underground Belts
- Replies: 8
- Views: 16337
Re: Underground Belts
I think both suggestions make sense, for the first I don't know if +2 aka +4 is not too much, because I think that you loose the clearness of the layout, if you make it too wide. That's parallel to my critic about the longer underground-pipes yet. Anyway, both are about balancing, so I move this thr...
- Thu Apr 10, 2014 7:01 am
- Forum: General discussion
- Topic: Old version repository/where do I get the old car sprites?
- Replies: 7
- Views: 15433
- Wed Apr 09, 2014 9:27 pm
- Forum: General discussion
- Topic: Old version repository/where do I get the old car sprites?
- Replies: 7
- Views: 15433
Re: Old version repository/where do I get the old car sprite
I think he means the current trailer. http://www.factorio.com/
- Wed Apr 09, 2014 9:23 pm
- Forum: Ideas and Suggestions
- Topic: Outpost logistics
- Replies: 25
- Views: 19231
Re: Outpost logistics
Yes, or having filters in cargo-wagon, that would allow have one cargo-wagon with supply of 16 types of materials. Edit: I think I will try to do some kind of separate logistic systems connected by trains and see what is the easiest solution to make it possible. Like "go to station A, pick up ...
- Wed Apr 09, 2014 9:12 pm
- Forum: General discussion
- Topic: Grabbing Items from a belt
- Replies: 5
- Views: 3919
Re: Grabbing Items from a belt
@Zourin: this is no good option, because every missed grep costs energy! The behavior of this changed a lot in v0.8. The interaction between underground belt and inserter or splitter and inserter changed here in many ways. Fast inserters always had a much better chance to grep the items, than basic....
- Wed Apr 09, 2014 9:02 pm
- Forum: General discussion
- Topic: Deleting items from inventory
- Replies: 11
- Views: 19704
Re: Deleting items from inventory
Besides destroying, with the blueprints you can put it in a chest and when it is in the way, deconstruct chest. The items in the chest are moved to another storage chest, before it is deconstructed.
There are also plans for some recycling. See roadmap.
There are also plans for some recycling. See roadmap.
- Wed Apr 09, 2014 8:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.7] Deconstruction of belt with inserter inserting on it
- Replies: 2
- Views: 2484
[0.9.7] Deconstruction of belt with inserter inserting on it
When I deconstruct a belt, but an inserter (e.g. from a furnace) inserts on that belt, the belt is not deconstructed, until the inserter doesn't place items on the belt.
It didn't happen always and depends how many robots will deconstruct the belt.
This is eventually possible with other things, too?
It didn't happen always and depends how many robots will deconstruct the belt.
This is eventually possible with other things, too?
- Wed Apr 09, 2014 7:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.7] Not everything deconstructed
- Replies: 1
- Views: 580
[0.9.7] Not everything deconstructed
#1 https://drive.google.com/file/d/0BxC7zFMPisSwM2kwT0ExZFdpbVU/edit?usp=sharing #2 https://drive.google.com/file/d/0BxC7zFMPisSwbTZWRHBDbVVXOW8/edit?usp=sharing #1 is before, #2 is after deconstruction. When loading #2 you see, that some entities keep left: A furnace and a steel chest. Because they...
- Wed Apr 09, 2014 7:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.7] Construction bots standing around
- Replies: 3
- Views: 3017
[0.9.7] Construction bots standing around
#1 https://drive.google.com/file/d/0BxC7zFMPisSwM2kwT0ExZFdpbVU/edit?usp=sharing #2 https://drive.google.com/file/d/0BxC7zFMPisSwbTZWRHBDbVVXOW8/edit?usp=sharing #1 is before, #2 is after deconstruction. After a while you see, that some construction bots stop working. It can happens much earlier, if...
- Wed Apr 09, 2014 7:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.6] deconstruction only one bot per tile
- Replies: 5
- Views: 1604
Re: [0.9.6] deconstruction only one bot per tile
I have now an example for such a deconstruction: #1: https://drive.google.com/file/d/0BxC7zFMPisSwM2kwT0ExZFdpbVU/edit?usp=sharing #2: https://drive.google.com/file/d/0BxC7zFMPisSwbTZWRHBDbVVXOW8/edit?usp=sharing #1 is before deconstruction. #2 is after setting it. I added only some more constructio...
- Wed Apr 09, 2014 2:17 pm
- Forum: Ideas and Suggestions
- Topic: Two-directional Conveyer Belts
- Replies: 21
- Views: 5857
Re: Conveyer Belts
It came just in my sense, that this is eventually not known: https://forums.factorio.com/wiki/inde ... anes_trick
- Wed Apr 09, 2014 6:56 am
- Forum: Ideas and Suggestions
- Topic: Outpost logistics
- Replies: 25
- Views: 19231
Re: Outpost logistics
Hm. Well, I can imagine such an "endless mode", which behaves like so. It's some kind of fish-tank, yes fish-tank-mode is a good name for that. But I see your wanted endlessly in automatism: Resource field depleted, robots pack their sack and go to the next field. Endless in the sense of F...
- Tue Apr 08, 2014 9:19 pm
- Forum: Ideas and Suggestions
- Topic: Outpost logistics
- Replies: 25
- Views: 19231
Re: Outpost logistics
I realy hope that the devs thought of something like this when they posted the following item in their roadmap: (If time allows!) more circuit logic (circuits for electricity, trains, liquids, etc.) That's the reason, why I'm so behind to discuss it now: They take many of their inspiration from suc...
- Tue Apr 08, 2014 9:11 pm
- Forum: News
- Topic: Friday Facts #27 The roadmap
- Replies: 32
- Views: 27432
Re: Friday Facts #27 The roadmap
The interface doesn't have much look and feel yet. Why should it? Does it bring something new into gameplay?
I think it's like everything, they will find their style, if it is needed...
...
Not yet!
I think it's like everything, they will find their style, if it is needed...
...
Not yet!
- Tue Apr 08, 2014 12:35 pm
- Forum: Off topic
- Topic: Regex-Crossword
- Replies: 1
- Views: 4452
- Tue Apr 08, 2014 6:26 am
- Forum: Resolved Problems and Bugs
- Topic: Graphic problems?? Read this!
- Replies: 3
- Views: 17359
Graphic problems?? Read this!
There are known issues with the graphics-card, especially on MacOS. So, please, before you post a bug-report, please test, if you can turn on the low-resolution option! If you cannot turn it on within the game (because of the graphic problem), then you need to turn it on in the config-file. To do so...