Search found 12797 matches
- 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/...
- 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 ...
- 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...
- 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...
- 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...
- 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.
- 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, ...
- 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...
- 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?
- 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...
- 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...
- 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...
- 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.
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.
- 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% ...
- 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).
- 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?
- 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...
- 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...
- 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 ...
- 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 ...