Search found 12797 matches

by ssilk
Thu Nov 14, 2013 1:08 am
Forum: Gameplay Help
Topic: Inserters only working with certain furnaces?
Replies: 13
Views: 12158

Re: Inserters only working with certain furnaces?

I mean I know what it is. And FreeER already pointed it out: furnaces process only from raw materials (and iron plates). To produce lamps you need assemblies. Take a view to https://forums.factorio.com/wiki/index.php?title=Items and understand the difference between resources and intermediate produc...
by ssilk
Wed Nov 13, 2013 1:31 pm
Forum: Implemented Suggestions
Topic: Some small issues map editor
Replies: 5
Views: 4270

Re: Some small issues map editor

Hmmm. I see it so: a brush could be something, which does some sort of transformation to a tile, or a number of tiles. With this in mind you can implement any kind of brush. Hmm. I would do it like so: A brush has a form, a transformation type and a transformation matrix. The form is for example rou...
by ssilk
Wed Nov 13, 2013 9:44 am
Forum: News
Topic: Random Ramblings #10
Replies: 5
Views: 13789

Re: Random Ramblings #10

Cool! Could they repair also themselves? Logistic-bots, trains? The pic looks like, that this is planned/already working. :) PS: At long term about 50% of time is needed for yourself. We (where I work) have many experiences with that and all looks like that more than 7-9 hours brainwork daily (about...
by ssilk
Tue Nov 12, 2013 11:19 pm
Forum: Ideas and Suggestions
Topic: My observations from playing the game (Trains/wishlist)
Replies: 40
Views: 20015

Re: My observations from playing the game (Trains/wishlist)

For me the building was always in foreground. The creepers and now the natives was only there, because of having a bit more hurry. Yes, the story are not the natives (they bring some elements in, which makes good stories easier) but the story is the player and his big "task"... Why is he r...
by ssilk
Tue Nov 12, 2013 5:40 am
Forum: Gameplay Help
Topic: How to make steam engines go off when not needed?
Replies: 13
Views: 18483

Re: How to make steam engines go off when not needed?

...but little of that belongs in a topic called "How to make steam engines go off when not needed?" :D Well, you're so right, but this kind of discussion leads to the best ideas. :) And cause I still can't sleep. rail signals can provide their block statuses acoustic indicator (horn, sire...
by ssilk
Tue Nov 12, 2013 4:10 am
Forum: Gameplay Help
Topic: How to make steam engines go off when not needed?
Replies: 13
Views: 18483

Re: How to make steam engines go off when not needed?

Cannot sleep, so I made an update and deleted the previous (which is included here now). Sorry, but this post has started fantasies. Smart valve Temperature. Fluid/gas/liquid (too few pumps?). Pressure? Configurable substation, so it doesn't transmit electricity when certain condition is not fulfill...
by ssilk
Mon Nov 11, 2013 9:31 pm
Forum: Gameplay Help
Topic: How to make steam engines go off when not needed?
Replies: 13
Views: 18483

Re: How to make steam engines go off when not needed?

Edit: moved into next post to avoid double quoting.
by ssilk
Mon Nov 11, 2013 2:07 pm
Forum: Gameplay Help
Topic: How to make steam engines go off when not needed?
Replies: 13
Views: 18483

Re: How to make steam engines go off when not needed?

Thought a lot about but really no chance without an element like a switch. And currently only inserters are switchable. And implementation wouldn't be so easy as with the inserters (not nearly), because depending how this is used, this switch works like a divider between two electric networks or doe...
by ssilk
Mon Nov 11, 2013 10:10 am
Forum: Gameplay Help
Topic: How to make steam engines go off when not needed?
Replies: 13
Views: 18483

Re: How to make steam engines go off when not needed?

When accumulators are completely empty you have a problem: what powers the inserters for the boilers? Happens to me some times and it's really no fun to have this happen in the middle of the night. In other words: You cannot wait till till the accus completely empty, you need some kind of reserve. E...
by ssilk
Mon Nov 11, 2013 6:30 am
Forum: Gameplay Help
Topic: How to make steam engines go off when not needed?
Replies: 13
Views: 18483

Re: How to make steam engines go off when not needed?

https://forums.factorio.com/wiki/inde ... ailable.3F

Btw the wiki is going to be more and more useful, I recommend a view.
by ssilk
Sat Nov 09, 2013 10:50 pm
Forum: General discussion
Topic: Idea: Factories
Replies: 38
Views: 26436

Re: Idea: Factories

That's clear, and my answer was also for him. I begun writing yesterday, saved it as draft and continued and forgot that others could have answered.
by ssilk
Sat Nov 09, 2013 10:09 pm
Forum: General discussion
Topic: Idea: Factories
Replies: 38
Views: 26436

Re: Idea: Factories

When I wrote that all, I had many reasons to go for factories and not to blueprints. - I thought, that it isn't possible to compare two blueprints - blueprints cannot be exchanged - the "exchange points"are not compatible - rotating and mirroring is a problem - and - as you - I found that ...
by ssilk
Sat Nov 09, 2013 9:28 pm
Forum: Balancing
Topic: Beacons need to be altered.
Replies: 29
Views: 29021

Re: Beacons need to be altered.

I just sit in front of my stove. Inside the meal for tomorrow. Smells wonderful. Is it a wonder that I read "bacon needs to altered"?
by ssilk
Fri Nov 08, 2013 9:50 am
Forum: Modding help
Topic: 2 types?
Replies: 6
Views: 2518

Re: 2 types?

I think this is ok. Because your wanted device doesn't look moving. The robots just bring the stuff in and take it away. Boring. :) ;)
by ssilk
Fri Nov 08, 2013 9:40 am
Forum: Not a bug
Topic: [0.7.4] MacBook without external mouse
Replies: 10
Views: 12725

Using input hardware in not so commonly

:x I didn't speak anymore from Mac alone. For example, I've keyboards at home which are not able to press more than one key at once (only shift Ctrl etc.) Try to fetch items from ground with it. And now? Have fun. Factorio DOES make thinks differently and when coming to hardware/input this will make...
by ssilk
Fri Nov 08, 2013 9:20 am
Forum: General discussion
Topic: Trailer RFC
Replies: 18
Views: 16962

Re: Trailer RFC

I would add, that it's a good idea to honk some seconds before a train starts, because I always have the luck to enter a train when it's about to start.
by ssilk
Fri Nov 08, 2013 9:16 am
Forum: Ideas and Suggestions
Topic: Logistic bot control tower
Replies: 4
Views: 5284

Re: Logistic bot control tower

Well, that's a small detail. What I want to keep the finger on is the idea with the logistic train station. I liked that really, because this brings really an element into the game from Trafic Tycoon, where you have here the wood, there the sawmill and there the goods-factory... I mean: What if you ...
by ssilk
Fri Nov 08, 2013 9:09 am
Forum: Implemented Suggestions
Topic: Speed of transport belt turns
Replies: 22
Views: 22749

Re: Speed of transport belt turns

MF- wrote: @ssilk: I am glad you were there to post my opinion. I wouldn't be able to produce such essays :)
Lol. Indeed, my good postings are short. I produce long postings, when I don't think about "what is the essence of what I want to say?"
by ssilk
Thu Nov 07, 2013 10:33 pm
Forum: Not a bug
Topic: [0.7.4] MacBook without external mouse
Replies: 10
Views: 12725

Re: [0.7.4] MacBook without external mouse

Hi MF-! Of course it does and I will find a way to work around it. But the point is: is it useable for the potential factorio player? The problem is, that this game makes much things differently. Most times it's very good :), and sometimes not and for the input I mean not. The hardware-side of games...
by ssilk
Thu Nov 07, 2013 9:33 pm
Forum: Ideas and Suggestions
Topic: More researches at once
Replies: 18
Views: 7220

Re: More researches at once

With low resources this takes much longer and it is even a problem to power them.

But also with high resources this suggestions are an advantage, because you can research faster in total.

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