Search found 252 matches
- Fri Jun 19, 2015 3:05 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 541400
Re: Let's see your clever builds
Expandable copper smelting (can be upgraded to electric furnaces later), optimized for beacons and (almost)blue belts. max is 54(missing 2) furnaces, but you can add extra with beacons. ~snip~ At the bottom is a 4 lane belt balancer. That's quite a nice furnace layout. I hadn't considered a single ...
- Sun Jun 14, 2015 2:57 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 541400
Re: Let's see your clever builds
On the topic of belts, here's something I came up with that I suppose there's a chance someone else might be interested in. While it is somewhat large and unwieldy due to the extra bits of track needed to cause side-loading, it is smaller than the first two versions I tried. The purpose is to accep...
- Thu Jun 11, 2015 10:34 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 541400
Re: Let's see your clever builds
My understanding is the 1/3 and the full lane are split to 2. So it shouldn't be a choke point by the splitter.
- Thu Jun 11, 2015 10:20 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 541400
Re: Let's see your clever builds
Udav wrote:You 2->3 splitter bad! Look at bottleneck after first splitter.
Eugh, thats what I get for going online while half asleep. It's meant to be on the other side.
- Thu Jun 11, 2015 2:42 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 541400
Re: Let's see your clever builds
Here is how I split one third of the items of a belt. 3-way-splitting-annotation.png This back-feeding probably allows more odd proportions. But don't use splitters too much. Overproduce! Backed up belts are better for sanity than distributing scarcity. Thats quite a smooth split. Not sure how much...
- Wed Jun 10, 2015 2:45 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 176111
Re: Resource Spawner Overhaul - Discussion thread
Probably a bit of a silly question, where are the links for the updated versions?
Edit: Nevermind, I keep forgetting that this is just a thread in the subforum for RSO. Found the version.
Edit: Nevermind, I keep forgetting that this is just a thread in the subforum for RSO. Found the version.
- Tue Jun 02, 2015 3:03 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 93438
Re: Final (Maxed) Designs
2 Questions.DerivePi wrote:This is my concept for a maxed out Advanced Circuit facility with 96 advanced circuit assemblers and 12 copper wire assemblers.
Why don't you take an in-game screenshot? easier to see.
What program do you use for that?
- Sun May 31, 2015 6:37 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 541400
Re: Let's see your clever builds
I like your design on allowing the trains to pull out of the station and onto the correct side of the double tracks. I will definitely be stealing this for my base. It's because of the double train engines right? This is my 4-way intersection with Driving on the left. http://puu.sh/i6QBs/24afb54ec0....
- Sun May 31, 2015 5:51 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 93438
Re: Final (Maxed) Designs
Also why not use "Copper" and "Iron" instead of CU and FE. Not everyone knows or wants to use the Symbols.
- Thu May 28, 2015 7:24 am
- Forum: Mods
- Topic: [MOD 0.10.x+] Straight world (1.0.2)
- Replies: 31
- Views: 25742
Re: [MOD 0.10.x+] Straight world (1.0.2)
Somewhat of a dead thread, but...I'm trying to get Straight World to work with Resource Spawner Overhaul with mixed success. The mod-dev from RSO has said there is a big issue with the World Generator for Straight World and won't add support until it's fixed. I also looked into integration of Straig...
- Thu May 28, 2015 7:19 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 176111
Re: [MOD 0.11.*] Resource Spawner Overhaul
New version is up - I upped Nickel a bit for bob's ores and fixed the starting area issue. I also looked into integration of Straight World mod - it could be used with RSO if it's a part of it. I found also quite serious issue with Straight World mod itself - it makes map generator work constantly ...
- Wed May 27, 2015 4:08 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 176111
Re: [MOD 0.11.*] Resource Spawner Overhaul
Hi there, I'm loving this mod :) It's forcing me to learn a lot more about train management than I usually would have (Lots and lots of belts :D) But I've also got a mod called Straight World https://forums.factorio.com/forum/viewtopic.php?f=14&t=7191 (For the OCD inclined) and its messing with ...