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by ssilk
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?
by ssilk
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
by ssilk
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...
by ssilk
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...
by ssilk
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...
by ssilk
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 ...
by ssilk
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....
by ssilk
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.
by ssilk
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?
by ssilk
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...
by ssilk
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...
by ssilk
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...
by ssilk
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
by ssilk
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...
by ssilk
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...
by ssilk
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!
by ssilk
Tue Apr 08, 2014 12:35 pm
Forum: Off topic
Topic: Regex-Crossword
Replies: 1
Views: 4452

Regex-Crossword

by ssilk
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...

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