Search found 368 matches

by Garm
Sat Dec 13, 2014 12:14 am
Forum: Gameplay Help
Topic: High throughput designs
Replies: 0
Views: 812

High throughput designs

Well, I am trying to build another extremely high throughput factories and currently have architectural block designing storage system. Here are specifications i am looking for: - Can accept 5 express belts of resource at once, - can provide 5 express belts of material at once - If possible only use...
by Garm
Mon Dec 08, 2014 2:51 am
Forum: General discussion
Topic: Faster Belt Corners
Replies: 41
Views: 12683

Re: Faster Belt Corners

Likewise Ido not believe this to be a problem. Problem would've been if it severely nerfed belt throughput. Not to mention use of faster belts for corners effectively solves the issue leaving only blue belts. These would need belt buffering for corners or be used only in straight lines. Both strateg...
by Garm
Mon Dec 08, 2014 2:31 am
Forum: General discussion
Topic: Why having everything on a belt is a bad idea
Replies: 29
Views: 14129

Re: Why having everything on a belt is a bad idea

Belts excel during two stages of gameplay: - early on while factory is small and logistic bots aren't researched - extreme late game, when material throughput overwhelms roboports. http://i.imgur.com/39pVSvF.jpg Above is my usual way of constructing long-term factories: - Y-axis adds new products to...
by Garm
Sun Jun 08, 2014 6:45 pm
Forum: Pending
Topic: [0.10.0] Blueprint, Roboport overlay lag
Replies: 1
Views: 2322

[0.10.0] Blueprint, Roboport overlay lag

Blueprints cause visible game slowdown when during placement mode.

EDIT: Apparently roboports cause similar lag before placement when their area overlays are visible.

EDIT 2: average FPS drop from pure 60.0 to 26.1
by Garm
Sat Jun 07, 2014 5:08 am
Forum: Ideas and Suggestions
Topic: automatically chop trees when building something
Replies: 6
Views: 1534

Re: automatically chop trees when building something

If I ever needed to place tracks through the forest I would just walk straight shooting shotgun - provides enough clearance

That or roboports for even greater finesse.
by Garm
Wed Jun 04, 2014 8:36 pm
Forum: Ideas and Suggestions
Topic: Strategic decisions - Power supply
Replies: 6
Views: 1821

Re: Strategic decisions - Power supply

Just to nitpick - your spoiler is wrong on both accounts.

Considering the actual suggestion:

the suggestion seems solid, but will add more complexity to the game. Judging how satisfied devs with current complexity I would assume this would be very low level priority thing.
by Garm
Mon Jun 02, 2014 9:23 pm
Forum: Implemented Suggestions
Topic: Consume chests from the end
Replies: 9
Views: 1703

Re: Consume chests from the end

Can you post a screenshot? I am getting lost of what exactly causing the slowdown. Are you by chance unload directly to the belt from the train?
by Garm
Sun Jun 01, 2014 2:16 am
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 27280

Re: Removing walls above resources

I am ambivalent about this - I simply wanted to help you avoid this problem at this moment.
by Garm
Sun Jun 01, 2014 2:15 am
Forum: Ideas and Suggestions
Topic: Modular Inserters
Replies: 8
Views: 3158

Re: Modular Inserters

I think we should not.


Want faster inserting speed? build more inserters. Simple.
by Garm
Sun Jun 01, 2014 1:19 am
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 27280

Re: Removing walls above resources

try removing walls a bit further away. mining range is much shorter than deconstruction range.
by Garm
Sat May 31, 2014 11:33 pm
Forum: Implemented Suggestions
Topic: Consume chests from the end
Replies: 9
Views: 1703

Re: Consume chests from the end

Thats why 1st thing you do at unloading station is get it to some decent storage first ask questions later. With roboports it is much easier, but without I would go for a ton of express belts, preferrably long (extra buffer) and in many cases with double or triple intake (in case of a clog) http://i...
by Garm
Sat May 31, 2014 11:03 pm
Forum: Implemented Suggestions
Topic: Consume chests from the end
Replies: 9
Views: 1703

Re: Consume chests from the end

You can balance train stations without bots, it will be ugly however. Using splitters it is possible to segment incoming material into even chunks and fill chests that way. It is possible to have 1 belt per chest but it would take tremendous amount of space to pull off. Better to stay somewhere in t...
by Garm
Sat May 31, 2014 10:45 pm
Forum: General discussion
Topic: Question About Radar
Replies: 7
Views: 2135

Re: Question About Radar

They have larger radius than player by 1 chunk.
by Garm
Sat May 31, 2014 10:43 pm
Forum: Ideas and Suggestions
Topic: Wide Chest
Replies: 3
Views: 1294

Re: Wide Chest

I must say I can't see why this would be super useful, but someone on the Show Your Creations forum showed he uses cargo wagons as boxes with up to 6 inserters on each side. A bit hackish, but I guess it works for now... edit: Here is the post I was talking about: https://forums.factorio.com/forum/...
by Garm
Sat May 31, 2014 10:08 pm
Forum: Ideas and Suggestions
Topic: Add a Robosuit to increase movement
Replies: 2
Views: 866

Re: Add a Robosuit to increase movement

we have exosuit, and you can shoot from the car..why invent a bicycle?
by Garm
Sat May 31, 2014 10:06 pm
Forum: Ideas and Suggestions
Topic: Wide Chest
Replies: 3
Views: 1294

Re: Wide Chest

wrap the belt around the chest = 4 inserters per chest.

Edit: or place chests 1 tile apart then use inserters to move all items into single chest.
by Garm
Sat May 31, 2014 8:46 pm
Forum: Ideas and Suggestions
Topic: One way Pipes/Smart valves/Pressure regulation/Fluid Control
Replies: 18
Views: 7188

Re: Smart valve

technically you can: make toggleable steam engine and power pump with it.
by Garm
Sat May 31, 2014 6:35 pm
Forum: Ideas and Suggestions
Topic: Item stand
Replies: 7
Views: 2143

Re: Item stand

Would be more viable as something else:

signpost where player can write stuff

specific statue similar to terraria ones.

MC frames are a poor choice IMHO
by Garm
Sat May 31, 2014 5:41 pm
Forum: Ideas and Suggestions
Topic: Item stand
Replies: 7
Views: 2143

Re: Item stand

why?
by Garm
Sat May 31, 2014 3:17 pm
Forum: Ideas and Suggestions
Topic: Burner Assembling Machine
Replies: 7
Views: 1311

Re: Burner Assembling Machine

Yes, I know you hate the early game and have the beeline for trains memorized. :) But giving more REAL choices in the early game makes it more re-playable for people who are interested in that stuff. Thing is - its not a real choice. 1 extra resource is a humongous hindrance. compounded by broken b...

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