Search found 238 matches

by Selvek
Tue Oct 31, 2017 6:01 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 65100

Re: Friday Facts #214 - Concrete rendering

Looks great... but I agree it doesn't look like concrete. Also agree that the hazard concrete transitions should be sharp. The paint lines between yellow and black are sharp - it looks weird to have the edges so fuzzy. Also, can you post some new screenshots of walls on the edge of the concrete? It'...
by Selvek
Wed Oct 25, 2017 8:12 pm
Forum: Off topic
Topic: Random Word Association Game
Replies: 468
Views: 154530

Re: Random Word Association Game

Order
by Selvek
Wed Oct 18, 2017 4:14 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1641
Views: 489214

Re: Simple Questions and Short Answers

Is there any clever way for a circuit network to detect biters? The majority of my base's power usage is currently going to idle laser towers, and the spikes during an attack are surprisingly small. I'd like to make peril-sensitive firebases that bring additional guns online when there is an immine...
by Selvek
Wed Oct 18, 2017 4:05 pm
Forum: Ideas and Suggestions
Topic: Dedicated / Smart Fuel inserters
Replies: 19
Views: 4629

Re: Dedicated / Smart Fuel inserters

I would rather see filter inserters have a "passive mode" that can be toggled. In passive mode an inserter will only takes items "requested" by their target, such as recipe items. Then make fuel slots "request" fuel. Make dedicated slots "request" that type. ...
by Selvek
Wed Oct 18, 2017 3:59 pm
Forum: Ideas and Suggestions
Topic: Assign Trains to Schedules (Train Routes)
Replies: 77
Views: 27013

Re: Assign Trains to Schedules

I think there'd be some details to work out to implement this without making existing functions more unwieldy. I.E., I don't want to have to independently create a schedule for every train if there will only ever be one train on that route. My interpretation: 1) Everything works exactly as is - you ...
by Selvek
Wed Oct 11, 2017 5:18 pm
Forum: Implemented Suggestions
Topic: Shift + left click + drag (box) for multi-set
Replies: 8
Views: 4068

Re: Shift + left click + drag (box) for multi-set

I'm not sure this quite qualifies as "implemented" as the OP described it. The click and drag feature is super nice, for sure, but it doesn't quite guarantee that you haven't missed one entity like OP's box suggestion would. I have on occasion tried to copy to a line of assemblers using th...
by Selvek
Fri Sep 29, 2017 10:43 pm
Forum: Gameplay Help
Topic: Electric deadlock (of nuclear poportions)
Replies: 6
Views: 2322

Re: Electric deadlock (of nuclear poportions)

Sorry - by "By hand", I mean "with a hacked, minimalistic setup". You will need to carry over some surfuric barrels and set up a small solar array to make it work. I meant bypassing the setup of sending a train all the way out there.
by Selvek
Fri Sep 29, 2017 9:31 pm
Forum: General discussion
Topic: Belts, how far is too far?
Replies: 34
Views: 14517

Re: Belts, how far is too far?

I think there are a couple of big advantages to trains: 1) You'll probably want them eventually, as your close resource patches start to run out. Any time invested in a rail network early will help you out later, but time invested in belts really wont. 2) You can run multiple resources on one line. ...
by Selvek
Fri Sep 29, 2017 9:10 pm
Forum: Gameplay Help
Topic: Electric deadlock (of nuclear poportions)
Replies: 6
Views: 2322

Re: Electric deadlock (of nuclear poportions)

Uh oh, sounds like you found the "lose" condition :) Depending on how far into the "blowing up your base" process your earliest save is, I would try disconnecting as much of your factory as possible to minimize power draw. Direct whatever power you have from your steam engines / ...
by Selvek
Fri Sep 29, 2017 3:25 pm
Forum: Gameplay Help
Topic: Robots keep turning back to Roboport where they left off
Replies: 6
Views: 2504

Re: Robots keep turning back to Roboport where they left off

Oh, and while we're on the subject... don't expect your bots to fly over that many biter bases and survive to get to the other side ;)
by Selvek
Thu Sep 28, 2017 11:35 pm
Forum: Gameplay Help
Topic: Robots keep turning back to Roboport where they left off
Replies: 6
Views: 2504

Re: Robots keep turning back to Roboport where they left off

To clarify a bit, bots try to take the straight-line shortest route to their destination. If they run out of juice along the way, the repath to the nearest roboport to recharge. So if you really want this to work, run a line of roboports along the shortest path from A to B so they can recharge witho...
by Selvek
Thu Sep 28, 2017 5:57 am
Forum: Gameplay Help
Topic: General good practices?
Replies: 9
Views: 10971

Re: General good practices?

The 4 lane bus you have heard about isn't necessarily the best or only way to go - it has its disadvantages like any other build. And the " correct" way to split off from it is far from clear cut, and depends on the situation.

Best way to play factorio is blind :)
by Selvek
Mon Sep 25, 2017 11:38 pm
Forum: Gameplay Help
Topic: How can I fix this ineffective ?
Replies: 10
Views: 3367

Re: How can I fix this ineffective ?

What on earth are you trying to accomplish? Are the random stations supposed to actually be places for loading/unloading trains eventually, or are they just for... pathing or something?
by Selvek
Mon Sep 25, 2017 4:51 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 55059

Re: Friday Facts #209 - Optimisation is a way of life

God I wish you and your team would go work on the multi-thousand-dollar CAD software I use at work. Imagine factorio...except that every time you add, remove, or edit any entity, there is a 1-2 second lag and a 0.1% chance of crashing. Then pretend you do that 40 hours a week for a job. At least th...
by Selvek
Mon Sep 25, 2017 4:06 pm
Forum: Off topic
Topic: Your Logistic Robots Are Broken! [Forum Game]
Replies: 344
Views: 110290

Re: Your Logistic Robots Are Broken! [Forum Game]

Your bots bring you 500 blue belts, and arrange them around you in a sort of funnel trap design. Every way you run, the blue belts push you inexorably towards the inferno of 100 furnaces...

I hastily request deconstruction of the power poles near the furnaces.
by Selvek
Mon Sep 25, 2017 2:06 am
Forum: General discussion
Topic: Trains are even more lethal than you thought!
Replies: 19
Views: 8081

Re: Trains are even more lethal than you thought!

Factorio trains would crush that train loop :)

Incidentally, I referenced https://what-if.xkcd.com/116/ while writing that post. I'd be willing to bet there's a strong correlation between Factorio fans and XKCD fans.
by Selvek
Sun Sep 24, 2017 6:47 am
Forum: General discussion
Topic: Trains are even more lethal than you thought!
Replies: 19
Views: 8081

Trains are even more lethal than you thought!

Ok, am I the only one who thinks trains take corners a bit too fast? A rocket-fueled single locomotive has a top speed of v=298 km/hr. The radius of a train curve is about 11 tiles = 11 meters (R=11m) Lateral acceleration as you take the curve is v^2/R = (298 km/hr ^2)/(11 m). Plug this into wolfram...
by Selvek
Fri Sep 22, 2017 11:43 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 55059

Re: Friday Facts #209 - Optimisation is a way of life

God I wish you and your team would go work on the multi-thousand-dollar CAD software I use at work. Imagine factorio...except that every time you add, remove, or edit any entity, there is a 1-2 second lag and a 0.1% chance of crashing. Then pretend you do that 40 hours a week for a job. At least the...
by Selvek
Thu Sep 21, 2017 5:29 pm
Forum: Ideas and Suggestions
Topic: Blueprint editor / Design whiteboard
Replies: 14
Views: 6720

Re: Blueprint editor / Design whiteboard

A quick fix would be to let you overwrite a blueprint, keeping the name and symbols while replacing the content. That would at least remove a couple steps from the awkward "blueprint editing" process. But a full edit capability like you described would be better.

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