Search found 238 matches
- Mon Jul 09, 2018 8:11 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 55311
Re: Friday Facts #250 - Dead end conclusion
Instead of blueprint books, why not blueprint folders? The difference, obviously, is that folders can be multiple levels deep. Balancers/BlueBalancers/4toN/4to8Balancer Also, while we're on the subject, the blueprint editor allows you to delete entities, but not move or add them. How many times have...
- Mon Jul 02, 2018 8:58 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 69946
Re: Friday Facts #249 - Dead end exploration
ThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyou!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!There will be a way to do copy-paste quickly without having to create a blueprint
- Thu May 24, 2018 8:16 pm
- Forum: Ideas and Suggestions
- Topic: Remove ability to take/drop from/to splitters
- Replies: 20
- Views: 5795
Re: Remove ability to take/drop from/to splitters
In my opinion the only problem with dropping things on splitters is that it's not obvious whether they will be dropped before or after the split. A graphical fix would probably solve this, similar to the graphical fix which gets brought up every so often to make it obvious why underground belts work...
- Thu May 24, 2018 8:07 pm
- Forum: Technical Help
- Topic: What does some stuff stands for? sorry im clueless
- Replies: 4
- Views: 1466
Re: What does some stuff stands for? sorry im clueless
UPS is "updates per second", the speed at which the actual simulation of your factory runs.
Not sure about ML, posting the context of where you saw it would help.
Not sure about ML, posting the context of where you saw it would help.
- Mon May 21, 2018 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Mining Uranium Should be Required
- Replies: 21
- Views: 8212
Re: Mining Uranium Should be Required
Building a 10-science-per-second megabase isn't required to "beat the game", but people still do it. If someone is happy launching a rocket and being "done", I don't see any reason to force them to get uranium. There's plenty of complexity required to launch a single rocket, and ...
- Thu May 17, 2018 5:57 pm
- Forum: Gameplay Help
- Topic: On the capacity of trains
- Replies: 31
- Views: 10593
Re: On the capacity of trains
Once you have roboports, construction robots, and repair packs, could you use gates on an unsignaled rail system, and short trains (max length that won't destroy gates or rail cars when crashing at full speed), to prevent deadlocks and have trains queue by smashing into the gate or train ahead of t...
- Tue Apr 24, 2018 7:26 pm
- Forum: Ideas and Suggestions
- Topic: Construction bot pathing
- Replies: 14
- Views: 4907
Re: Construction bot pathing
The weird inconsistency is, what does the roboport "range" actually mean? In my mind, robots should never try to path outside of the roboport allowed area. That gives you the ability to actually affect how the network behaves. On the subject of "networks", the entire point of a n...
- Thu Mar 15, 2018 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Nukes are overpowered and they need to be nerfed in some way
- Replies: 23
- Views: 6522
Re: Nukes are overpowered and they need to be nerfed in some way
Clearing biter bases late game is a chore, not a challenge or fun. Nukes offset the pointlessness of the time required to clear out biters. They required a massive infrastructure investment to mass produce, so they are only available very late game in useful quantities.
No nerf is needed IMO.
No nerf is needed IMO.
- Thu Feb 08, 2018 9:32 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear disasters
- Replies: 36
- Views: 10658
Re: Nuclear disasters
Options for nuclear meltdown: 1) Be random (low frequency) People will still build them, and occasionally they will explode. People will be like "darn it, now I have to run back and rebuild it... again... sigh..." 2) Be random (high frequency) No one will use them, because they require mor...
- Tue Jan 30, 2018 11:39 pm
- Forum: Ideas and Suggestions
- Topic: Destroyed things drop inventory
- Replies: 11
- Views: 5612
Re: Destroyed things drop inventory
Ever tried the hard crafting mod? Early mining gives you a TON of leftover dirt and gravel. The ONLY way to deal with it early game is by putting it in a bunch of chests, then shotgunning them down. Otherwise, you just stockpile dirt and gravel until they take over the entire world...
- Wed Jan 10, 2018 12:41 am
- Forum: Ideas and Suggestions
- Topic: Shouldn't unmerging a belt be as simple as merging it?
- Replies: 36
- Views: 13658
Re: Shouldn't unmerging a belt be as simple as merging it?
I think my biggest issue with this is... it just doesn't make logical sense. Yes, I agree that building creative setups out of a minimal number of pieces is part of the appeal of factorio. But, let's imagine you're an engineering designing a product line of belt pieces to sell. Would you: A) Design ...
- Thu Dec 21, 2017 8:33 pm
- Forum: Ideas and Suggestions
- Topic: circuit logic suggestions
- Replies: 6
- Views: 2364
Re: circuit logic suggestions
- add combinators with enhanced logic like a processor. possibly something like the mod factorissimo with combinators Just have one combinator with a microcontroller in it (or, perhaps, a "processing unit"), write some code, and you've now replaced the most complex combinator circuit ever...
- Thu Dec 21, 2017 8:27 pm
- Forum: Not a bug
- Topic: [0.16.6] Cannot insert items if the main inventory is full
- Replies: 5
- Views: 1853
Re: [0.16.6] Cannot insert items if the main inventory is full
Thanks for the report however that's working correctly. The crafting queue is no different than any other system which puts items in your inventory/quickbar: the quickbar will never auto-add items past 1 stack unless the stack already existed in the quickbar or the slot was filtered to it. This mak...
- Tue Dec 19, 2017 7:17 pm
- Forum: Show your Creations
- Topic: Pre-automation automation
- Replies: 8
- Views: 4114
Re: Pre-automation automation
I did a lot of this on a marathon playthrough since it takes forever to get electricity... that's when I discovered how ridiculously much coal burner inserters can chew up!
- Tue Dec 19, 2017 7:12 pm
- Forum: Gameplay Help
- Topic: help balancing a belt
- Replies: 8
- Views: 3961
Re: help balancing a belt
You have a belt balancer, not a lane balancer. A belt balancer like the one shown here has no path to get items from one lane to the other.
- Tue Dec 19, 2017 7:06 pm
- Forum: Gameplay Help
- Topic: help balancing a belt
- Replies: 8
- Views: 3961
Re: help balancing a belt
1) Is there actually a problem here? If the assemblers down the line were short on resources, they would start pulling from the other half of the belt. So is there anything happening that's limiting throughput? 2) If you want to balance the two sides of a belt, you can use a lane balancer: https://w...
- Wed Nov 08, 2017 4:30 pm
- Forum: Show your Creations
- Topic: The most UPS efficient mining & smelting blueprint
- Replies: 10
- Views: 18120
Re: The most UPS efficient mining & smelting blueprint
Wow, you UPS guys must all play on ridiculously high ore settings. I'd never consider a design that had to be re-positioned several times to eat up the whole ore patch. Maintaining enough mines is enough work already!
- Tue Nov 07, 2017 4:33 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44128
Re: Friday Facts #215 - Multithreading issues
The whole idea behind the "copy and paste" starting area generation was fairness. The new map example doesn't look very fair - i.e. the Southern spawn point is sitting on massive oil reserves.
- Tue Oct 31, 2017 8:11 pm
- Forum: Mods
- Topic: I think I've modded myself into an autoloss
- Replies: 9
- Views: 5651
Re: I think I've modded myself into an autoloss
Wow... I'm speechless... this sounds like the most painful experience one could imagine.
- Tue Oct 31, 2017 8:06 pm
- Forum: Off topic
- Topic: Fire mage dillema.
- Replies: 8
- Views: 3104
Re: Fire mage dillema.
Creating heat does not require removing heat from anywhere else. Heat can be created from potential energy.
Fire mages convert "magic potential energy" (that's a thing right?) into heat. They do not need to pull heat from their surroundings.
Err... wtf, isn't this the factorio forum?
Fire mages convert "magic potential energy" (that's a thing right?) into heat. They do not need to pull heat from their surroundings.
Err... wtf, isn't this the factorio forum?