Search found 43 matches

by Hazard
Wed Jan 08, 2014 12:45 am
Forum: General discussion
Topic: Any way to transport raw materials under water?
Replies: 2
Views: 3018

Re: Any way to transport raw materials under water?

Underground Belts allow you to move items across small (4 squares or less) channels, but otherwise you have to detour around the water. Belts work independent of power though, so you can use them to transport ores even if you are using burners.
by Hazard
Mon Jan 06, 2014 3:26 pm
Forum: Ideas and Suggestions
Topic: little terraforming device
Replies: 18
Views: 10403

Re: little terraforming device

Terraforming would require that biters become able to traverse water, even if it slows them down tremendously. Otherwise you can just create some channels between biter bases and exterminate everything that's on the newly made island and be secure until you need to expand again.
by Hazard
Sat Jan 04, 2014 9:37 pm
Forum: News
Topic: Random Ramblings #13 Automated testing & new year overview
Replies: 25
Views: 26568

Re: Random Ramblings #13 Automated testing & new year overvi

Yes, we were thinking of something like a connectable pipe. However this (fluid wagons + loading pipes) will not be in the 0.9 to keep things simple in the beginning. Right. Just a few questions: Do we have to create tanks, barrels or drums and ship them out to processing plants to fill them up? Ar...
by Hazard
Sat Jan 04, 2014 5:25 pm
Forum: News
Topic: Random Ramblings #13 Automated testing & new year overview
Replies: 25
Views: 26568

Re: Random Ramblings #13 Automated testing & new year overvi

But instead of the barrels beeing items, they could be like a barrel item, that can be moved with inserters, and belts, because small item on ground barrels would look weird You've never seen steam engines moved by belts, have you? That's even sillier. You can stack something like half a dozen stea...
by Hazard
Fri Jan 03, 2014 6:36 pm
Forum: General discussion
Topic: Do we need faster belts?
Replies: 31
Views: 16189

Re: Do we need faster belts?

i must concur. if we follow this logic, there wouldnt be any justification for improvements. i accept that it may be necessary in the current development state. But in long term i would like to see the belts cost electricity as well. its just silly that the main transportation "vehicle" i...
by Hazard
Fri Jan 03, 2014 6:00 pm
Forum: General discussion
Topic: Do we need faster belts?
Replies: 31
Views: 16189

Re: Do we need faster belts?

The belts don't cost electrical energy to facilitate gameplay, even though logically it should cost energy to run them.

Basically, it's an acceptable break from reality.
by Hazard
Fri Jan 03, 2014 1:18 am
Forum: General discussion
Topic: Do we need faster belts?
Replies: 31
Views: 16189

Re: Do we need faster belts?

Just a question, but exactly how much material would a line of fast inserters move compared to the belts if we stick chests between them and max out the inserter stack size bonus? We presume of course that the the stacks being moved around are at the max for the inserters to handle at minimum.
by Hazard
Thu Jan 02, 2014 8:34 pm
Forum: Resolved Problems and Bugs
Topic: [minor] Production stats are weird - consumption
Replies: 19
Views: 6299

Re: [minor] Production stats are weird - consumption

That still doesn't mean that you need to consume 15k iron ore to produce 1.3k iron plates though, that should be a 1:1 conversion.
by Hazard
Thu Jan 02, 2014 8:24 pm
Forum: Ideas and Suggestions
Topic: Harvester Bots
Replies: 5
Views: 2808

Re: Harvester Bots

20 kJ actually, at 4 kJ per piece of wood. The problem is that you need to supply twice as many pieces of wood per second in a production line compared to coal, which means you need twice the number of belt lines or logistics bots to supply the boilers and you can only store half as much fuel in a s...
by Hazard
Thu Jan 02, 2014 8:13 pm
Forum: News
Topic: Random Ramblings #13 Automated testing & new year overview
Replies: 25
Views: 26568

Re: Random Ramblings #13 Automated testing & new year overvi

Placing pipes the same way like transport belts seems really to be a very neat idea. Problem is the current pipe handling system, which connects adjacent pipes no matter what, which makes for easy splitting and fusing of lines. The belt system is rather more complicated and requires specialised equ...
by Hazard
Wed Jan 01, 2014 3:47 am
Forum: Ideas and Suggestions
Topic: Radars are lying
Replies: 23
Views: 10336

Re: Radars are lying

I'd certainly appreciate it if Radars would 'rediscover' old chunks once they've discovered every chunk in range. Right now chunk discovery is worthless when it comes to estimating enemy positions and forces, as biters, spawners and worms can easily hide in already discovered chunks that were declar...
by Hazard
Tue Dec 31, 2013 5:43 pm
Forum: Ideas and Suggestions
Topic: Dismantler/Recycler Bots
Replies: 11
Views: 6342

Re: Dismantler/Recycler Bots

I have actually, I just find that it both takes too long and that it's a waste of resources; you could use all that wood to fuel the boilers for one.
by Hazard
Mon Dec 30, 2013 4:39 pm
Forum: Ideas and Suggestions
Topic: Dismantler/Recycler Bots
Replies: 11
Views: 6342

Re: Dismantler/Recycler Bots

At minimum we need a way to automate clear cutting. I don't want to have to spend a lot of time on deforesting to get some space.
by Hazard
Sun Dec 29, 2013 3:12 am
Forum: Gameplay Help
Topic: Mining productivity
Replies: 1
Views: 3711

Mining productivity

Does anybody know how much ore an electrical mining drill mines every minute under optimal conditions? It's not a stat shown in the production statistics, although consumption of raw ores is. Well, except for coal and wood used to fuel boilers and vehicles. From the behaviour of ore smelters it look...
by Hazard
Sat Dec 28, 2013 2:51 am
Forum: Gameplay Help
Topic: Screen caps
Replies: 2
Views: 4169

Screen caps

How do you take screen caps in this game? And how do you manipulate them, although I take that is an independent program.
by Hazard
Fri Dec 27, 2013 9:02 pm
Forum: Ideas and Suggestions
Topic: Liquid transport and logistics
Replies: 12
Views: 6445

Re: Liquid transport and logistics

? Evey pipe is equal length (1 tile). That's a pipe section . Just for an experiment create two powerplants going full out, each with 18 steam engines supplied by 2 pumps through a pipeline one section wide. The difference would be the distance between the powerplants and the pumps, one with as sho...
by Hazard
Fri Dec 27, 2013 2:35 pm
Forum: Ideas and Suggestions
Topic: Liquid transport and logistics
Replies: 12
Views: 6445

Re: Liquid transport and logistics

*snip* You missed my main point stated in the OP. Flow through of units is not equal in pipes of different lengths, while with belts it is equal and the main capacity difference lies in belt speed. Some way to spot, identify and correct the resulting supply issues that come with long pipelines is n...
by Hazard
Fri Dec 27, 2013 12:53 pm
Forum: Ideas and Suggestions
Topic: Liquid transport and logistics
Replies: 12
Views: 6445

Re: Liquid transport and logistics

Hm. What would it bring to see discrete units of water flowing through the pipes, instead of seeing how fast the water flows, as currently? I don't see there a big difference. And for the system the included energy is much more important, than the volume or any other single unit. And because of pre...
by Hazard
Fri Dec 27, 2013 12:44 am
Forum: Ideas and Suggestions
Topic: Liquid transport and logistics
Replies: 12
Views: 6445

Re: Liquid transport and logistics

Pretty much the most important thing for Factorio would be ways to determine the amount of material flowing through the pipe system at any one time. Pressure and temperature can generally be either discarded or abstracted away. That's really my major issue with the current system really, there is no...
by Hazard
Wed Dec 25, 2013 7:49 pm
Forum: Energy Production
Topic: [0.8.x] Big solar farm
Replies: 49
Views: 161123

Re: [0.8.x] Big solar farm

You can be more space efficient than that. Substations have a line reach just long enough that it's possible to make it possible to cover a field without overlap or blind spots. Because of this you can stack 18 accu's, 56 solar panels and 3 substations in a single, self contained block, which can be...

Go to advanced search