Search found 86 matches
- Wed Jul 29, 2015 9:08 am
- Forum: General discussion
- Topic: Controlling item flow by counting
- Replies: 6
- Views: 14319
Re: Controlling item flow by counting
That's a great idea! One problem with my idea is that it is hard to count large amounts of items. With your solution you can measure the belt throughput. I like it alot!
- Mon Jul 27, 2015 7:30 pm
- Forum: General discussion
- Topic: Controlling item flow by counting
- Replies: 6
- Views: 14319
Controlling item flow by counting
Hi everyone, as 0.12 is making combinators available for use i thought what use they might have. When I started the game long ago I envisioned my factory as something where the "raw" items are coming in on one belt and the "final" item is coming out. In between I envisioned one a...
- Mon Jul 27, 2015 7:25 am
- Forum: Show your Creations
- Topic: Just in time production
- Replies: 1
- Views: 6291
Just in time production
With the addition of the combinators I tried to put only the needed items on the belt that are needed for its production. So for a standard circuit assembly in my case i would need 3 copper and 2 iron to produce 2 circuits each production cycle. The key point is the implementation of a resetable loo...
- Sat Jul 11, 2015 7:46 am
- Forum: General discussion
- Topic: 0.12 status
- Replies: 41
- Views: 21225
Re: 0.12 status
I have to admit that I'm not using the Multiplayer feature at all and thus it is quite unimportant for me. Therefore I would like to see a 0.12 single player release (mutliplayer greyed out or so) to test/play with the new and interesting new features. Benefits would be: 1. I would be able to play ;...
- Mon Dec 22, 2014 1:00 pm
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12212
Re: Solar boilers
I would like this type of power plant as part of the base game.
- Wed Dec 17, 2014 9:31 pm
- Forum: Ideas and Suggestions
- Topic: Reserving chest slots
- Replies: 13
- Views: 6615
Re: Reserving chest slots
You can do this with smart chest + smart inserters. Not really. This way you can only control the amount of 2 or 3 different items within in your chest. With reserved slots you would be able to create a "slow belt" which would make distributing a variety of not so often used goods within ...
- Mon Dec 15, 2014 9:32 am
- Forum: Ideas and Suggestions
- Topic: Reserving chest slots
- Replies: 13
- Views: 6615
Reserving chest slots
Hi all,
I would like to be able to reserve slots in a chest for a defined item like it is already done in your inventory or the train waggon. I think that would open new and interesting possibilities for the construction of our assembly areas.
I would like to be able to reserve slots in a chest for a defined item like it is already done in your inventory or the train waggon. I think that would open new and interesting possibilities for the construction of our assembly areas.
- Sat Dec 13, 2014 3:22 pm
- Forum: General discussion
- Topic: production flow graph tool
- Replies: 10
- Views: 6634
Re: production flow graph tool
I like it!
But to be even more usefull I suggest to add the amount of items needed and the basic production speed of that item.
But to be even more usefull I suggest to add the amount of items needed and the basic production speed of that item.
- Sat Dec 13, 2014 12:41 pm
- Forum: News
- Topic: Friday Facts #64 - The plans
- Replies: 89
- Views: 69314
Re: Friday Facts #64 The plans
I like the general idea to build a space ship and to ship goods with it. But I have to admit that I'm a bit on the line if I like the "get rich" aspect or not. On the one hand it's a very logical aim for a human beeing, but you as a player wouldn't have much from it. So the "money&quo...
- Thu Dec 11, 2014 4:07 pm
- Forum: General discussion
- Topic: Ideas about the "End Game"
- Replies: 17
- Views: 5274
Re: Ideas about the "End Game"
The greatest difficulty in making end-game content is that many people have different opinions on what "proper" and "fun" end game is like. I think you can define 4 category's of gamers who are playing factorio: 1. The peaceful gamer who finds joy in defending the base from alien...
- Wed Jul 02, 2014 8:40 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Factoratio
- Replies: 20
- Views: 39870
Re: Factoratio
I realy like your website and will definetly use it!
- Sat Jun 07, 2014 7:30 am
- Forum: Releases
- Topic: Version 0.10.0
- Replies: 85
- Views: 67886
Re: Version 0.10.0
Map generation string - stores seed and settings for sharing map conditions. Clipboard copy & paste (useful for map generation string, updater username, updater password). Station names can be changed in the train stop gui. Burner inserter will use item with fuel value for itself when it has em...
- Sat Jun 07, 2014 7:26 am
- Forum: News
- Topic: Friday Facts #37
- Replies: 80
- Views: 48260
Re: Friday Facts #37
Has anyone foung out how the map seed string is working? I mean where can I find the string to share it?
And how to the filters for the cargo waggon work?
And how to the filters for the cargo waggon work?
- Sun Jun 01, 2014 1:58 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 994275
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Good luck for the release next week and try to get some sleep in between :) When you have time, could you give us some more information on (If time allows!) more circuit logic (circuits for electricity, trains, liquids, etc.) ? Especially what do you mean with "circuit logic" in detail? I ...
- Tue May 27, 2014 8:36 pm
- Forum: General discussion
- Topic: GIF Mini Tutorials!
- Replies: 38
- Views: 39094
Re: GIF Mini Tutorials!
Nice work! Someone capable should put those in the wiki
- Tue May 27, 2014 7:24 pm
- Forum: Show your Creations
- Topic: My ~35 hour base
- Replies: 6
- Views: 7575
Re: My ~35 hour base
Nice base.
So all the items in your actual production line are transported by logistic bots?
So all the items in your actual production line are transported by logistic bots?
- Thu May 22, 2014 3:45 pm
- Forum: General discussion
- Topic: [0.9] Rays step by step guide for a compact factory
- Replies: 17
- Views: 17078
Re: [0.9] Rays step by step guide for a compact factory
I just wanted to give my guide a little bump, so that new players might get some inspiration for their games!
- Fri May 02, 2014 7:13 am
- Forum: General discussion
- Topic: The new trailer
- Replies: 27
- Views: 9841
Re: The new trailer
Nice trailer!
And I never thought that you could run over aliens with the train and killing them with it guess I have to give it a try somewhen as some sort of "advanced" base defense
And I never thought that you could run over aliens with the train and killing them with it guess I have to give it a try somewhen as some sort of "advanced" base defense
- Tue Apr 08, 2014 2:54 pm
- Forum: Ideas and Suggestions
- Topic: Outpost logistics
- Replies: 25
- Views: 19124
Re: Outpost logistics
I realy hope that the devs thought of something like this when they posted the following item in their roadmap:
(If time allows!) more circuit logic (circuits for electricity, trains, liquids, etc.)
(If time allows!) more circuit logic (circuits for electricity, trains, liquids, etc.)
- Wed Mar 12, 2014 10:07 am
- Forum: General discussion
- Topic: Just when I thought trains were Bad.....
- Replies: 24
- Views: 13512
Re: Just when I thought trains were Bad.....
Wow, great! So the PushMePull train is actually reversing its direction after a train stop so you don't need track loops to turn the train around? This didn't come for free and we had to spend quite some time to make this work. Maybe we should "advertise it better" in a way of tips and tr...