Search found 96 matches
- Tue Jan 05, 2016 2:24 am
- Forum: General discussion
- Topic: Level 3 Module Oddity
- Replies: 12
- Views: 28286
Re: Level 3 Module Oddity
I think the only reason that makes sense is that except higher lvl modules there are no other recepies that require lvl 1 modules of any type other then speed (needed for lvl 3 assemblers and rocket stuff). so if you build the same setup of all 3 types, you will be constantly short on lvl 1 speed mo...
- Mon Dec 21, 2015 9:32 am
- Forum: Balancing
- Topic: Why big output buffer in Furnaces?
- Replies: 21
- Views: 30691
Re: Why big output buffer in Furnaces?
I think dumb furnaces should remain dumb. you put ore in, you get plates out. I also think that they should keep burning fuel permanently, not only when doing usefull smelting. how did those 5 stones i used to make the furnace learn to turn on and off the fire depending on if there's ore in the thin...
- Mon Dec 21, 2015 8:18 am
- Forum: Balancing
- Topic: Balancing research speed - marginally decreasing lab efficiency
- Replies: 14
- Views: 32761
Re: Balancing research speed - marginally decreasing lab efficiency
I like this idea, except that in all those cases you still need a base speed to base things on... will you balance it to the current research speeds (at 1 lab?) or to the speed runner speeds of <4 hours to rocket. I tend to build either 10 or 20 labs usualy, and it seems like most of the proposed fu...
- Mon Dec 21, 2015 7:18 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195234
Re: Solar panels less of a no-brainer
I dont use solar almost at all, in part because i dont like the cheatyness of them, in part cause i like the task of feeding boilers. and i DONT like this suggestion. it would force me to use solar panels in my outposts, because i could no longer use pylons along my rails to the outposts, and theres...
- Mon Dec 21, 2015 7:05 am
- Forum: Railway Setups
- Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
- Replies: 43
- Views: 153273
Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Very nice post. THANK you!!! I knew the whole "loops are bad" thing had a glaring whole in it somewhere, and this showed very well, that for well designed systems (single and double headed) the problems are prety much caused by the same things and none of them are the loops themselves (atl...
- Fri Dec 18, 2015 2:01 pm
- Forum: Not a bug
- Topic: [0.12.20] Power poles can't have more than 5 wires
- Replies: 10
- Views: 21059
Re: [0.12.20] Power poles can't have more than 5 wires
I see this needed: ... - beeing able to cut only one wire (you can place one connection, so you need also to cut one and not always all) ... Pretty sure this is by-design. Anyway - you can disconnect wires with Shift+Click, then connect the Copper Cable manually, to have the poles connected exactly...
- Wed Dec 16, 2015 4:49 pm
- Forum: Gameplay Help
- Topic: In-depth tutorial on Logic Gates
- Replies: 11
- Views: 24822
Re: In-depth tutorial on Logic Gates
I was thinking about going in more depth about them so maybe some people may understand easier. I'd definitely write about them, I'll try start one later. Looking forward to seeing it. I understand what you mean about the trains and totally agree. I'll have a play about with them later to try find ...
- Tue Dec 15, 2015 9:12 am
- Forum: Gameplay Help
- Topic: In-depth tutorial on Logic Gates
- Replies: 11
- Views: 24822
Re: In-depth tutorial on Logic Gates
I'd read one on logic gates. I think i know how to set em up and use them, but havent actualy tried doing more then just the very simplest things with them. Also if you really mean in depth, i'd love to see an analisys of central train station setups. Too many guides/videos on train stations either ...
- Tue Dec 15, 2015 9:02 am
- Forum: Show your Creations
- Topic: My transport belt construction.
- Replies: 7
- Views: 21718
Re: My transport belt construction.
why not put the belt column in the center. would put basic belt assember next to all 3 things that eat basic belts, would also put the two lubricant eating assembers next to eachother.
- Tue Dec 15, 2015 8:59 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 158207
Re: Modular Extensible PnP Factory
Do you ever find that 13 tiles high is too short? its enough for two rows of assemblers feeding a central belt only if each needs just 1 input belt. what do you do when you need 3 or 4 inputs plus the output? red circuits for example, you cant build on both sides of the output belt casue it doesnt f...
- Fri Nov 27, 2015 11:30 am
- Forum: Show your Creations
- Topic: Tutorial:Controlling oil reserves with pumps
- Replies: 14
- Views: 36047
Re: Tutorial:Controlling oil reserves with pumps
It seems to me that most of the setups here posted(including the seemingly elaborate setup of the OP), never consider the possibility of overflowing petrolium gas that stops production of heavy and light oil which stops production of lubricant (and solid fuel in some cases). I think any "automa...
- Tue Nov 10, 2015 6:59 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 540354
Re: Let's see your clever builds
Hey everyone, I was inspired by Xterminator's advanced circuit tutorial vid at https://www.youtube.com/watch?v=q3rAzVcnjGs and one of the comments showing this version of the octagon setup to make my own octagon advanced circuit setup. Here it is with details: http://i.imgur.com/GAGaO33.jpg http://...
- Fri Sep 18, 2015 5:09 am
- Forum: General discussion
- Topic: Illumibitey confirmed -day/night cycle: artificial construct
- Replies: 24
- Views: 19306
Re: Illumibitey confirmed -day/night cycle: artificial construct
For many many centuries, the earth was flat, and had day/night cycles, and no one ever fell off the edge, so it must have been infinitely large. So either a: you are smarter then all the humans who lived on earth before the earth became round or b: you've made a mistake somewhere in you logic, and i...
- Mon Sep 14, 2015 5:16 am
- Forum: Gameplay Help
- Topic: Hardest settings
- Replies: 14
- Views: 20594
Re: Hardest settings
Low segmentation means you get large patches of the same terrain (large desert, then large plains, then large tundra....)
High segmentation means you get all kinds of terrain mixed together.
I still cant figure out if segmentation affects forests, but it probably does...
High segmentation means you get all kinds of terrain mixed together.
I still cant figure out if segmentation affects forests, but it probably does...
- Sat Aug 29, 2015 5:52 pm
- Forum: News
- Topic: Friday Facts #101 - The players are real people
- Replies: 96
- Views: 61900
Re: Friday Facts #101 - The players are real people
This FF is 4 parts: 1. Met a guy in a pub. 2. releases are now automatic. 3. government is evil. 4. 6 pictures, guess of what. basicaly there is nothing in this FF. This can only mean that there is nothing to tell us about the game development. Think its time to declare 0.12 stable. (i want the logi...
- Fri Aug 21, 2015 9:13 am
- Forum: Releases
- Topic: Version 0.12.4
- Replies: 36
- Views: 50658
Re: Version 0.12.4
i finish game 3 times on different settings, not interesting more...need chalenge or missions If you like fighting bitters: Max bitter settings, small starting area... the challenge is SURVIVE. If you want a challenge that doesnt include fighting for your life: High frequency, low-med richness, sma...
- Thu Aug 20, 2015 5:36 am
- Forum: Show your Creations
- Topic: SP Replay Factorio 0.12.4 full automated research in 6 hours
- Replies: 14
- Views: 16601
Re: SP Replay Factorio 0.12.4 full automated research in 6 hours
IIRC the fastest speed run i've heard of is something like 4 hours with change. That's to build the rocket defence. Not sure if the silo would take more time or less, but in either case, i doubt it'd be a major factor. Sorry cant remember who it was that posted the run and where (might have been her...
- Wed Aug 05, 2015 1:21 pm
- Forum: Minor issues
- Topic: [0.12.2]Bot refuse to clearing tree (not curved rail bug)
- Replies: 9
- Views: 13447
Re: [0.12.2]Bot refuse to clearing tree (not curved rail bug)
One of the uses i wanted a force build for was placing a turret creep blueprint to speed up creeping on large nests. If you change priority to clearing first, then my bots will all get killed while clearing trees before placing the first turret. or i'll get killed cause there no hostile target other...
- Wed Aug 05, 2015 1:11 pm
- Forum: Not a bug
- Topic: [0.12.1] Personal roboport doesn't work as expected
- Replies: 40
- Views: 21812
Re: [0.12.1] Personal roboport doesn't work as expected
I dont mean to pick ssilk, just you've summarised what others want so well, that its easier to quote just you then half the thread. ..... Solutions (in my eyes): - Don't take the last item. (short-term solution) so i have 20 furnaces, place a blueprint that includes 20 and it doesnt get filled by my...
- Wed Aug 05, 2015 12:43 pm
- Forum: Not a bug
- Topic: [0.12.1] Personal roboport doesn't work as expected
- Replies: 40
- Views: 21812
Re: [0.12.1] Personal roboport doesn't work as expected
Maybe i'm weird, but i fully like the way the personal roboport works right now. even though i dont think my play style is much like kovarex's. But like for him, the addition of personal bots helped me, by making some of my manual labor automatic. I tend to carry most of what i'm gonna build with me...