Search found 952 matches
- Fri Jun 26, 2015 9:08 pm
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 52113
Re: Friday Facts #92 - Personal roboport
Finally we will be able to clear out a land from filthy infestation of trees without having to place roboports and power lines. In one place it says the robots will stay attached to the player no matter what and in other it says if you place robots in air and hop on to train without letting them la...
- Fri Jun 26, 2015 12:18 pm
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 66156
Re: Discussing the (missing?) 4th type of transport!
True a flyover drop would be faster if you take the time from starting to the drop. Would beat every landing. But if you take the time until the goods arrive ground i'm not that sure. Nonetheless the idea has something. if the cargobox where to be passiv provider like, the bots could use the conten...
- Fri Jun 26, 2015 11:37 am
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 66156
Re: Discussing the (missing?) 4th type of transport!
Which gaves away the mentioned speed advantage. How do i put it, landing per parachute is far slower then landing by plane. It would depend to a degree on the gravitational force of the planet (which is unknown but seeing the charchter i assume somwhere around earth niveau, 9,807m/s²) Well landing ...
- Fri Jun 26, 2015 7:48 am
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 66156
Re: Discussing the (missing?) 4th type of transport!
what about parachutes?
also don't overthink what it models just focus on how the mechanics should work and the devs can handwave the lore later
also don't overthink what it models just focus on how the mechanics should work and the devs can handwave the lore later
- Fri Jun 26, 2015 7:45 am
- Forum: Ideas and Suggestions
- Topic: Modules for Radars
- Replies: 10
- Views: 4151
Re: Radars
I'm torn on this one. On one hand, your first experience with module slots doesn't come until the mid game. On the other hand it doesn't make sense that an electronic and advanced radar can't be modulized. Having a Radar Mk2 would solve this but goes against the design of the game. electric mining ...
- Thu Jun 25, 2015 1:09 pm
- Forum: Gameplay Help
- Topic: Logistic network logic - attempt at beltless base.
- Replies: 9
- Views: 7217
Re: Logistic network logic - attempt at beltless base.
Nothing you said is usefull to the problem i provided. I cant transport plates from smelting area to remote places of the base with logistic robots alone. We need either smart storage chest with filter similar to smart inserter or ability to reserve slots in chests. Without this making big bases wi...
- Thu Jun 25, 2015 10:47 am
- Forum: Outdated/Not implemented
- Topic: Time for research lab
- Replies: 4
- Views: 9775
Re: Time for research lab
add more research labs then, you are not limited to 1 research lab.
The name of the game is parallelization of everything if you don't you will end up with bottlenecks which can easily be solved by adding another X (assembler, inserter, mining-drill, belt,...)
The name of the game is parallelization of everything if you don't you will end up with bottlenecks which can easily be solved by adding another X (assembler, inserter, mining-drill, belt,...)
- Wed Jun 24, 2015 12:21 pm
- Forum: Ideas and Requests For Mods
- Topic: Station name changes based on train presence
- Replies: 2
- Views: 5016
Re: Station name changes based on train presence
trains already prefer unoccupied stations over occupied ones (penalty relative to the amount of time left at the station)
this also has the danger of in a 2 stop (mine and depot) 2 train system that both trains occupy the stations but can't move to the next one because both are "-full"
this also has the danger of in a 2 stop (mine and depot) 2 train system that both trains occupy the stations but can't move to the next one because both are "-full"
- Tue Jun 23, 2015 6:30 am
- Forum: Show your Creations
- Topic: Factorio Computer
- Replies: 45
- Views: 32450
Re: Factorio Computer
you can compact the bus if you realize that each item is its own channel on the wire, that means each string of poles has 2*number of items channels for data transfer and each channel can hold (presumably) a 32 bit word so you can encode each column to a specific item and use a multiplexer to select...
- Sun Jun 21, 2015 10:16 pm
- Forum: Show your Creations
- Topic: Neighbors
- Replies: 13
- Views: 18060
Re: Neighbors
I think he's griping more about the turnaround points at the intersections (the loops he refers to) than the turnarounds at the stations.
- Sun Jun 21, 2015 10:12 pm
- Forum: Ideas and Suggestions
- Topic: Wire sensors
- Replies: 7
- Views: 3687
Re: Wire sensors
Most of that suggested sensors will or are beeing implemented for 0.13. just pulling it where it's a bit more on topic ;) Only construction sensor is new. It's a cool idea, Construction sensor, outputs the items missing for construction. Where will it measure? Which area? The actual logistic networ...
- Sun Jun 21, 2015 12:23 pm
- Forum: Ideas and Suggestions
- Topic: Wire sensors
- Replies: 7
- Views: 3687
Wire sensors
In the Friday facts topic about combinators there has been some ideas thrown around for sensors to use with the new combinators. So I decided to create a new topic here listing them off: Logistics sensor, outputs the number of each item present in the logistics system. Construction sensor, outputs t...
- Sat Jun 20, 2015 2:47 pm
- Forum: News
- Topic: Friday Facts #91 - Being the evil guy
- Replies: 82
- Views: 50487
Re: Friday Facts #91 - Being the evil guy
having indicators in your main hub when a mine is getting low will be helpful I'd love to see a set of guages that show the income of copper/iron/oil in your main base Or a warning light when the number of ore in the buffer chest is less that the last time a train came by (or just under some thresho...
- Sat Jun 20, 2015 1:09 pm
- Forum: General discussion
- Topic: Turing completeness
- Replies: 9
- Views: 12643
Re: Turing completeness
Imho it is already turing complete. We can already build all basic boolean expressions and also 1 bit memorys. --> this allows (in theory) that any cpu can be simulated within factorio. I know a nand gate and a coherent timing system is enough for turing completeness but that requires a massive cha...
- Sat Jun 20, 2015 1:36 am
- Forum: News
- Topic: Friday Facts #91 - Being the evil guy
- Replies: 82
- Views: 50487
Re: Friday Facts #91 - Being the evil guy
I am going to say this straight forward. Don't half-ass the release. Add the sensors. Don't make us wait until 6 months later to use the Full functionality of it. Add something, PLEASE. I know its a lot, but knowing how you operate, I am willing to wait the extra two or three weeks for this release...
- Sat Jun 20, 2015 12:23 am
- Forum: Gameplay Help
- Topic: Construction Bot and Chests
- Replies: 9
- Views: 7369
Re: Construction Bot and Chests
currently they only attack pollution generators, military things (turrets and radar) and things they can't path around. Unless they get aggravated but that requires one of the aforementioned triggers. power poles don't count among any of those. worst comes to worst you add a little solar field in yo...
- Fri Jun 19, 2015 9:52 pm
- Forum: Show your Creations
- Topic: Neighbors
- Replies: 13
- Views: 18060
Re: Neighbors
You can flatten the corner (making 2 45° corners instead of a single 90° one) so the spitters can't gang up on a single turret like that
- Fri Jun 19, 2015 5:37 pm
- Forum: Gameplay Help
- Topic: Construction Bot and Chests
- Replies: 9
- Views: 7369
Re: Construction Bot and Chests
separate network and use smart inserters to pull in from a non logistic source (belt or train) until the supply is met
it also helps with bot travel time in general as they wont dissappear
it also helps with bot travel time in general as they wont dissappear
- Sun Jun 14, 2015 11:10 pm
- Forum: Ideas and Suggestions
- Topic: Train Window Resize
- Replies: 2
- Views: 883
Re: Train Window Resize
another point, a search option to filter which stations you are looking at. no need to scroll through 50 outposts to find the oil depot
- Fri Jun 12, 2015 5:28 pm
- Forum: General discussion
- Topic: Turing completeness
- Replies: 9
- Views: 12643
Re: Turing completeness
I hope we will eventually be able to make a Factorio game inside the Factorio world. Inception mindblowage :shock: If you want real nesting mind==blown of programs check out https://www.destroyallsoftware.com/talks/the-birth-and-death-of-javascript at the 14 minute mark the guy has a image editor r...