Search found 12797 matches

by ssilk
Tue Dec 17, 2013 5:26 pm
Forum: Gameplay Help
Topic: belt control help
Replies: 11
Views: 26075

Re: belt control help

Ah, right, that was my mistake. Me stupiz. Thanks! Corrected version: upper lane: > > 1/4 #---#\ > > 0 ---- #\ >##### > > 1/2 #-# > > 1/4 #---#-#-#-#-#-#-#-# 1/2 >----- > > 0 --- > > ---------#-#-#-#-#-#-#- 1/2 > > 1/2 #-#-#-#-#-#-#-#-#- -/ > > 0 -------------------/ lower lane: > > 0 ------\ > > 1/...
by ssilk
Tue Dec 17, 2013 3:03 pm
Forum: Gameplay Help
Topic: belt control help
Replies: 11
Views: 26075

Re: belt control help

Hm. :) Well. You must look this statistics for both sides of belts: upper lane: > > 1/4 #---#\ > > 0 ---- #\ >##### > > 1/2 #-# > > 1/4 #---#-#-#-#-#-#-#-# 1/2 >----- > > 0 --- > > ---------#-#-#-#-#-#-#- 1/2 > > 1/2 #-#-#-#-#-#-#-#-#- -/ > > 0 -------------------/ lower lane: > > 0 ------\ > > 1/4 ...
by ssilk
Tue Dec 17, 2013 1:39 pm
Forum: Gameplay Help
Topic: belt control help
Replies: 11
Views: 26075

Re: belt control help

Maybe too late and missing a nice pic: https://forums.factorio.com/wiki/index.php?title=T%26T_transport_belt#Use_splitter_to_equal_the_left_and_right_side There are more elegant solutions, but this works in every case I found to balance every type of imbalanced belt now and in future, when the other...
by ssilk
Tue Dec 17, 2013 12:27 pm
Forum: Balancing
Topic: [0.8.x] Logistics Robots
Replies: 29
Views: 39297

Re: [0.8.x] Logistics Robots

Hm. Want to bring in one more aspect: The roboports are a network. 200 bots is not such a problem, when they are spreaded in a larger area, as I use it. In my biggest network are currently about 350 bots and no big problems till now. The problem appears, when all 350 bots go to one chest and transpo...
by ssilk
Mon Dec 16, 2013 10:00 pm
Forum: Ideas and Suggestions
Topic: Bots - mining
Replies: 6
Views: 13099

Re: Bots - mining

Why so cumbersome? We need just the logistic network in the smart inserter, and there the number of current free robots (so this number is not an item but a generated number). And when the number is below 10 or below x, then an assembly begins to work and at the end we put a logistic bot into an rob...
by ssilk
Mon Dec 16, 2013 12:54 pm
Forum: News
Topic: Friday Facts #12
Replies: 49
Views: 38955

Re: Friday Facts #12

Well, i mean the shape is this round wheel with its teeth in contrast to the edgy forms of the most factorio entities. Let an o be the round form and the other letters the edgy and voila you are at the above design. :)
by ssilk
Mon Dec 16, 2013 10:46 am
Forum: Ideas and Suggestions
Topic: Bots - mining
Replies: 6
Views: 13099

Bots - mining

I tried to mine some bots due to some reasons (one was for the bug with the bots standing around, the other one I needed just some bots to put them into another, distant roboport). This is very difficult. I managed to mine my roboport and some other entities, because it is difficult to catch a bot, ...
by ssilk
Mon Dec 16, 2013 10:15 am
Forum: Resolved Problems and Bugs
Topic: [0.8] biters spawn inside player area
Replies: 7
Views: 1674

Re: [0.8] biters spawn inside player area

Thanks for the report. Blue cube will have a look at the issue. Your save was very useful, because it allowed me to find and fix couple of bugs related to serializations in the logistic network system. And it will be possible to load it in 0.8.1. Did you fix also a bug (or is it the same?), where a...
by ssilk
Sun Dec 15, 2013 9:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.8] player being repaired
Replies: 6
Views: 2384

Re: [0.8] player being repaired

Perhaps they repair your suit, not your health?
by ssilk
Sun Dec 15, 2013 9:37 pm
Forum: News
Topic: Friday Facts #12
Replies: 49
Views: 38955

Re: Friday Facts #12

This discussion reminds me to many discussions with my customers. This situation: we sit in a conference room and we want to show, how the products, which a customer want to sell, are displayed, how the categories work, how he can search, etc. We show him the first prototype and tell him before: thi...
by ssilk
Sun Dec 15, 2013 12:38 pm
Forum: News
Topic: Friday Facts #12
Replies: 49
Views: 38955

Re: Friday Facts #12

That's a good page, you mentioned. And to finish my opinion: I mean for me it's no question, that the current logo must be redesigned, I saw it as placeholder from beginning. The font, the color... But (!) with the time I found, that the wheel is ok. Very ok! It's the most important thing in the cur...
by ssilk
Sun Dec 15, 2013 10:27 am
Forum: News
Topic: Friday Facts #12
Replies: 49
Views: 38955

Re: Friday Facts #12

Just remembered this idea is old and ... By me :) https://forums.factorio.com/forum/viewtopic.php?f=5&t=880&p=6129#p6129 Edit: and another suggestion: why not just the wheel? No letters, just a big rotating wheel. That it is the "o" of factorio is self describing. Edit2: or so: the...
by ssilk
Sun Dec 15, 2013 9:30 am
Forum: News
Topic: Friday Facts #12
Replies: 49
Views: 38955

Re: Friday Facts #12

Simple idea: use Factorio entities.


for example: the F is made out of pipes. "a" and "c" Is just inserters. "t" is a belt, as "o" and "r". "i" is a furnace. And the "o" is a wheel as now. :)
by ssilk
Sun Dec 15, 2013 8:40 am
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 18
Views: 6213

Show chest with stack limitations

I would like to see in any way, that a chest has a set stack limitation (and about how much). For example: a small rectangle, three dots in it, when any limitation is set. Like the display of a battery capacity, the dots have a function: No dot is set : limit < 10% of chest stacks One dot set: <33% ...
by ssilk
Sun Dec 15, 2013 8:29 am
Forum: Resolved Problems and Bugs
Topic: [0.8.0] replacing chest removes stack limitation
Replies: 1
Views: 666

[0.8.0] replacing chest removes stack limitation

When a chest is replaced with another (bigger) the current stack limit is removed, which then needs to be set again. It would make sense to keep the limit or a warning, that the limit was removed (if the new chest was smaller, than the limit - e. g. when replacing a steel chest with wooden chest).
by ssilk
Sat Dec 14, 2013 9:51 pm
Forum: News
Topic: Friday Facts #12
Replies: 49
Views: 38955

Re: Friday Facts #12

What was the reason to put the wheel at the end?
by ssilk
Fri Dec 13, 2013 4:52 pm
Forum: General discussion
Topic: Combat system far too fast?
Replies: 47
Views: 20870

Re: Combat system far too fast?

Knowing where resources are is not really helpful if a big worm is insormuntable until you crank laser turrets out or power armies with shields. Big worms are relatively seldom in the beginning and if, they can be normally surrounded. And if not so, we can change the algorithm, which counts the res...
by ssilk
Fri Dec 13, 2013 1:02 pm
Forum: General discussion
Topic: Combat system far too fast?
Replies: 47
Views: 20870

Re: Combat system far too fast?

I think this is not always possible. And why should it? Some maps are horribly difficult, while others are ridiculous easy. For me it is clear, I cannot play a map, which is too difficult, but this is experience. And that isn't the best way: doing things because of experience. This will overdo new p...
by ssilk
Thu Dec 12, 2013 10:12 pm
Forum: Wiki Talk
Topic: Should wiki contain detailed info about mods?
Replies: 37
Views: 23280

Re: Should wiki contain detailed info about mods?

@slpwnd: thanks, I'm also glad how good this works, because I currently only have time at lunch or late in the evening/night. :) @rk84: like. :) I learn here more about mediawiki than the last 4 years, we tried to use it at work and then switched to Confluence (because of Jira, not because we where ...
by ssilk
Thu Dec 12, 2013 9:08 pm
Forum: Gameplay Help
Topic: help, i need monsters...
Replies: 4
Views: 6639

Re: help, i need monsters...

Yes, I tried out many maps. With defaults about 20% is super optimal, 80% is ok, and 20% nearly unplayable. Well. I think that's ok. BUT! I think it takes too long to check that. To check a map I need to run around about a minute or 2, before I can be sure, this is "playable". But I think ...

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