I think "terrain building area" is the keys that control the size when laying down stone or concrete path material. + and - on the keypad do that for me, at least.
I'm not aware of any way to zoom the minimap in or out. There's an orange/yellow dot several pixels around at the center of it ...
Search found 143 matches
- Sun Jul 19, 2015 9:44 pm
- Forum: Gameplay Help
- Topic: Can I zoom mini-map? / direction to enemies?
- Replies: 5
- Views: 16759
- Sun Jul 19, 2015 7:59 pm
- Forum: Gameplay Help
- Topic: backup power
- Replies: 2
- Views: 4681
Re: backup power
You'll probably have to use something like the old power sensor trick using accumulators bridging two power networks. Pumping fluids between tanks sounds a lot like the old trick of using one inserter to keep a chest empty or not empty while another tries to do the opposite, with the items ...
- Sun Jul 19, 2015 2:51 pm
- Forum: Gameplay Help
- Topic: Things you misunderstood when you were noob, and mistakes
- Replies: 15
- Views: 15729
Re: Things you misunderstood when you were noob, and mistakes
One of many problems here was that I had not looked into exactly how many - or rather how few - recipes that raw Copper Plate is actually used for. The two main ones are Red Potions and Copper Wire.
Early game, red potions may seem like a "main use", yeah... And I won't argue with copper wire ...
Early game, red potions may seem like a "main use", yeah... And I won't argue with copper wire ...
- Sun Jul 19, 2015 2:00 pm
- Forum: Gameplay Help
- Topic: Logistics storage
- Replies: 5
- Views: 7829
Re: Logistics storage
Set the requesters to some small amount like 50, then have smart inserters fill the passive providers when logistics storage levels of iron are below 999, and empty the requesters when storage of iron is over 1000? That should result in any excess amounts in storage getting shifted gradually into ...
- Sun Jul 19, 2015 1:48 pm
- Forum: Gameplay Help
- Topic: Combinator output to logistics network
- Replies: 2
- Views: 7004
Re: Combinator output to logistics network
I don't actually see any way to do that without wiring up specific chests. I've barely started to mess with the new circuit network features, but combinators appear to lack the logistics network functionality of smart inserters.
- Sun Jul 19, 2015 1:35 pm
- Forum: Gameplay Help
- Topic: 0.12 Stack question
- Replies: 2
- Views: 4165
Re: 0.12 Stack question
If you're trying to put a specific amount of coal (or whatever) into something and are separating it out into appropriately sized stacks in your own inventory first, try shift-clicking one of those stacks instead of ctrl-clicking. That should transfer only the stack you click.
- Sun Jul 19, 2015 9:41 am
- Forum: Gameplay Help
- Topic: Expired blueprint refresh
- Replies: 4
- Views: 6153
Re: Expired blueprint refresh
I'm a little confused. Any time I've placed a blueprint where all the blueprinted objects perfectly overlap with identical items, I never have to use shift-click to place it. I've been using this trick a lot today, to build one arm of a rail junction, with all the signals properly placed, copy it ...
- Sun Jul 19, 2015 9:00 am
- Forum: Gameplay Help
- Topic: Chain signals?
- Replies: 5
- Views: 7753
Re: Chain signals?
That's a really excellent breakdown of their behavior, I don't think I could've explained it quite that clearly. :D I would add, however, that chain signals will "chain" their search through other chain signals until they reach a normal signal - if a chain signal can lead to a blue chain signal, it ...
- Sun Jul 19, 2015 8:48 am
- Forum: Gameplay Help
- Topic: Train T-Junction with chain signals
- Replies: 8
- Views: 18487
Re: Train T-Junction with chain signals
it's the entry+internal signals that must be chain signals
This is correct. You really only need three chain signals in a well constructed T junction though - one for each path that requires crossing over other tracks. Here's an example:
http://i.imgur.com/yp5UqNz.png
There's no reason to ...
This is correct. You really only need three chain signals in a well constructed T junction though - one for each path that requires crossing over other tracks. Here's an example:
http://i.imgur.com/yp5UqNz.png
There's no reason to ...
- Sun Jul 19, 2015 8:31 am
- Forum: General discussion
- Topic: Things to watch out when loading a 0.11 game in 0.12
- Replies: 6
- Views: 8589
Re: Things to watch out when loading a 0.11 game in 0.12
That's right. All your turrets will simply become the new versions. This will result in some strange placement and overlapping, but they will all function - assuming your power grid can support the equivalent of four times as many laser turrets as you used to have, since each one now is 4x as ...
- Sat Jul 18, 2015 10:13 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 499
- Views: 629081
Re: Let's see your clever builds
So a few days ago I came up with something I haven't seen anyone else make before. Considering how many circuits these things guzzle, I'd say this is almost as great as not putting wire on belts! :D I made a blueprint out of this and tiled it a total of five in a row ( like so ) and was producing ...
- Sun Jul 12, 2015 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Allow passive providers to store items they already contain
- Replies: 1
- Views: 978
Allow passive providers to store items they already contain
If I have a dozen passive provider chests on the outputs of various assemblers, each making sure that they contain a certain number of various crafted items at all times, the rest of the chest's large inventory is often going to waste. At the same time, when I deconstruct a section of my factory ...
- Sun Jul 12, 2015 6:18 pm
- Forum: Ideas and Suggestions
- Topic: Safe Rail Crossing
- Replies: 31
- Views: 18857
Re: Safe Rail Crossing
For all the critics: http://www.factorio.com/blog/post/fff-87
Look at the picture for the concrete paths. He already built a setup worth a working crossing.
The picture just shows gates surrounding a stone (not concrete) path crossing some tracks. The blog doesn't say anything about the gates ...
Look at the picture for the concrete paths. He already built a setup worth a working crossing.
The picture just shows gates surrounding a stone (not concrete) path crossing some tracks. The blog doesn't say anything about the gates ...
- Sun Jul 12, 2015 6:04 pm
- Forum: Ideas and Suggestions
- Topic: Drag-placing a damaged object should place damaged objects f
- Replies: 5
- Views: 2629
Re: Drag-placing a damaged object should place damaged objects f
This is something I have wished for so many times. It's currently extremely cumbersome to get damaged items out of your inventory and into the world where they can be repaired. The only other idea I had for this was to be able to use repair packs on inventory items, but that would probably require ...
- Sun Jul 12, 2015 5:28 pm
- Forum: Ideas and Suggestions
- Topic: Logistics System Requests
- Replies: 3
- Views: 4264
Re: Logistics System Requests
Crafting inserters instead of requesting them is a poor counter-example. They take 0.5 second and use basic, very common materials. For example, I typically carry at least 100 gears and one full stack of circuits plus a few hundred iron and a bit of copper, so I can easily make whatever inserters I ...
- Wed Jul 01, 2015 9:39 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 499
- Views: 629081
Re: Let's see your clever builds
That might theoretically solve the first problem (I think it might still break because there would still be two overlapping curved tracks where the signal is placed) but it definitely wouldn't solve the second problem (can't put a signal in the middle of a curved piece). Plus it would mean refitting ...
- Wed Jul 01, 2015 8:37 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 499
- Views: 629081
Re: Let's see your clever builds
I struggled to get a properly working Y-shaped rail intersection here for a couple of hours, going through several awkward designs (and at one point getting fed up and putting in a roundabout, then going back and ripping it out after figuring out how to do an unjammable T intersection elsewhere ...
- Sun Jun 28, 2015 10:11 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 499
- Views: 629081
Re: Let's see your clever builds
When done properly this is guaranteed to result in the same number of items coming out of each output belt *
*as long as there are no item collisions on belts.
Right, that's what I meant when I said I wasn't sure how well it would work on fully packed belts.
As pointed out earlier, it's ...
*as long as there are no item collisions on belts.
Right, that's what I meant when I said I wasn't sure how well it would work on fully packed belts.
As pointed out earlier, it's ...
- Sun Jun 28, 2015 1:54 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 499
- Views: 629081
Re: Let's see your clever builds
I just now needed to come up with an even 5-way splitter. Fortunately, I remembered seeing some even 3-way splitters a ways back (I think it was here), and I was able to figure out how to apply the same principle. Here are a couple of more compact variants of the result.
http://i.imgur.com/gFO9NK7 ...
http://i.imgur.com/gFO9NK7 ...
- Wed Jun 24, 2015 6:51 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 499
- Views: 629081
Re: Let's see your clever builds
So I got around to a new world and I think I managed to understand what you were referring to with the Fuel Belt.
Like this?
~snip~
Is inserting to the belt faster than to a fast/express side belt? I have noticed that my metal plate output line's are sometimes patchy.
Yeah, that's what I was ...