Search found 368 matches
- Sat Dec 13, 2014 12:14 am
- Forum: Gameplay Help
- Topic: High throughput designs
- Replies: 0
- Views: 1134
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...
- Mon Dec 08, 2014 2:51 am
- Forum: General discussion
- Topic: Faster Belt Corners
- Replies: 41
- Views: 19460
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...
- Mon Dec 08, 2014 2:31 am
- Forum: General discussion
- Topic: Why having everything on a belt is a bad idea
- Replies: 29
- Views: 19774
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...
- Sun Jun 08, 2014 6:45 pm
- Forum: Pending
- Topic: [0.10.0] Blueprint, Roboport overlay lag
- Replies: 1
- Views: 2811
[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
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
- Sat Jun 07, 2014 5:08 am
- Forum: Ideas and Suggestions
- Topic: automatically chop trees when building something
- Replies: 6
- Views: 2565
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.
That or roboports for even greater finesse.
- Wed Jun 04, 2014 8:36 pm
- Forum: Ideas and Suggestions
- Topic: Strategic decisions - Power supply
- Replies: 6
- Views: 2825
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.
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.
- Mon Jun 02, 2014 9:23 pm
- Forum: Implemented Suggestions
- Topic: Consume chests from the end
- Replies: 9
- Views: 3227
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?
- Sun Jun 01, 2014 2:16 am
- Forum: Resolved Problems and Bugs
- Topic: [All versions] [kovarex] Removing walls above resources
- Replies: 50
- Views: 35359
Re: Removing walls above resources
I am ambivalent about this - I simply wanted to help you avoid this problem at this moment.
- Sun Jun 01, 2014 2:15 am
- Forum: Ideas and Suggestions
- Topic: Modular Inserters
- Replies: 8
- Views: 4840
Re: Modular Inserters
I think we should not.
Want faster inserting speed? build more inserters. Simple.
Want faster inserting speed? build more inserters. Simple.
- Sun Jun 01, 2014 1:19 am
- Forum: Resolved Problems and Bugs
- Topic: [All versions] [kovarex] Removing walls above resources
- Replies: 50
- Views: 35359
Re: Removing walls above resources
try removing walls a bit further away. mining range is much shorter than deconstruction range.
- Sat May 31, 2014 11:33 pm
- Forum: Implemented Suggestions
- Topic: Consume chests from the end
- Replies: 9
- Views: 3227
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...
- Sat May 31, 2014 11:03 pm
- Forum: Implemented Suggestions
- Topic: Consume chests from the end
- Replies: 9
- Views: 3227
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...
- Sat May 31, 2014 10:45 pm
- Forum: General discussion
- Topic: Question About Radar
- Replies: 7
- Views: 3340
Re: Question About Radar
They have larger radius than player by 1 chunk.
- Sat May 31, 2014 10:43 pm
- Forum: Ideas and Suggestions
- Topic: Wide Chest
- Replies: 3
- Views: 2197
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/...
- Sat May 31, 2014 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Add a Robosuit to increase movement
- Replies: 2
- Views: 1775
Re: Add a Robosuit to increase movement
we have exosuit, and you can shoot from the car..why invent a bicycle?
- Sat May 31, 2014 10:06 pm
- Forum: Ideas and Suggestions
- Topic: Wide Chest
- Replies: 3
- Views: 2197
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.
Edit: or place chests 1 tile apart then use inserters to move all items into single chest.
- Sat May 31, 2014 8:46 pm
- Forum: Ideas and Suggestions
- Topic: One way Pipes/Smart valves/Pressure regulation/Fluid Control
- Replies: 18
- Views: 11803
Re: Smart valve
technically you can: make toggleable steam engine and power pump with it.
- Sat May 31, 2014 6:35 pm
- Forum: Ideas and Suggestions
- Topic: Item stand
- Replies: 7
- Views: 3978
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
signpost where player can write stuff
specific statue similar to terraria ones.
MC frames are a poor choice IMHO
- Sat May 31, 2014 5:41 pm
- Forum: Ideas and Suggestions
- Topic: Item stand
- Replies: 7
- Views: 3978
Re: Item stand
why?
- Sat May 31, 2014 3:17 pm
- Forum: Ideas and Suggestions
- Topic: Burner Assembling Machine
- Replies: 7
- Views: 2723
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...