Search found 1331 matches
- Tue Feb 25, 2014 9:26 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme Mining :)
- Replies: 49
- Views: 101459
Re: Extreme Mining :)
To maximize mining speed you want to maximize miner density. Zig-zag belts waste space (and are slower!), and so do power lines. In your example, for every 36 squares of miner there are 7 squares of conveyor and 1 square of power, so you've covered 82% of the ground with miners. Here's a layout that...
- Mon Feb 24, 2014 3:59 pm
- Forum: General discussion
- Topic: [0.9] Rays step by step guide for a compact factory
- Replies: 17
- Views: 17337
- Mon Feb 24, 2014 2:45 pm
- Forum: Ideas and Suggestions
- Topic: Make splitters smaller
- Replies: 14
- Views: 4680
Re: Make splitters smaller
I would love to see an N-way splitter and/or a smart splitter.
- Sun Feb 23, 2014 3:40 pm
- Forum: Ideas and Suggestions
- Topic: inserter stack size bonus could apply to conveyors
- Replies: 14
- Views: 5137
Re: inserter stack size bonus could apply to conveyors
How do you physically put 2 gears in the same location? If it does but staggers them then it will push other gears around and become a chaotic mess. Coding for that seems like a mess. Two gear entities would never exist in the same location. They would be 0.28 units apart on the belt, as usual. Aft...
- Sun Feb 23, 2014 3:38 pm
- Forum: Ideas and Suggestions
- Topic: preserve manually added items in the crafting queue
- Replies: 8
- Views: 4213
Re: preserve manually added items in the crafting queue
Each item in the queue would have a flag for whether it was added manually or automatically. If it was added manually, then it's not eligible as a component of future things being added.AlexPhoenix wrote:How the game must determine or you do all items from stratch or you use smart craft?
- Sun Feb 23, 2014 2:11 am
- Forum: Ideas and Suggestions
- Topic: inserter stack size bonus could apply to conveyors
- Replies: 14
- Views: 5137
inserter stack size bonus could apply to conveyors
If an inserter has a stack size bonus, so it could grab two items from a chest, then when it grabs one item from a conveyor it might check to see if its target wants more than one of that item, and if so AND if there's a second item within grabbing distance then grab a second one.
- Sun Feb 23, 2014 2:09 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] Furnace recipes display 100x time
- Replies: 6
- Views: 2358
Re: [0.9.1] Furnace recipes display 100x time
I think someone on IRC figured this out. It's 100 or 500 divided by 60, having something to do with the target framerate of the game. So, 1.67 seconds for copper and iron, 8.33 seconds for steel.
- Sun Feb 23, 2014 2:07 am
- Forum: Show your Creations
- Topic: nothing special, just starting a new base with science 1/2
- Replies: 10
- Views: 15350
Re: nothing special, just starting a new base with science 1
I'm with immibis. Unless I'm playing the supply challenge or deathworld and counting every single resource I spend, I've pretty much always got enough resources to build structures as fast as I want to.
- Sun Feb 23, 2014 12:16 am
- Forum: Wiki Talk
- Topic: Wiki: Current and future
- Replies: 27
- Views: 32531
Re: Wiki: Current and future
So, today while I was having a day off from factorio, I created this: https://github.com/bluecube/factorio-lua-tools We should join forces! https://github.com/sparr/factorio-data-extract I'll clone yours tonight or soon and see if it makes sense for me to abandon mine and work on a fork of yours, o...
- Sun Feb 23, 2014 12:14 am
- Forum: Show your Creations
- Topic: Great Starting Coal Setup
- Replies: 5
- Views: 10393
Re: Great Starting Coal Setup
If you don't mind picking up coal from multiple containers, try this:
- Sat Feb 22, 2014 6:03 pm
- Forum: Ideas and Suggestions
- Topic: Make splitters smaller
- Replies: 14
- Views: 4680
Re: Make splitters smaller
+1 for 3-way splitter or even 4-way one. However the current splitter has uses that 1x1 splitter could not replace (full-speed 1 tile shift, merging), so the new splitter should not be a replacement, but an addition. By full-speed you mean without the corner penalty? If my suggestion existed, you c...
- Sat Feb 22, 2014 5:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] [kovarex] With 200% dpi -item number under mouse
- Replies: 5
- Views: 1686
Re: [0.9.1] item number under mouse cursor
Temporary fix: make your mouse cursor smaller, or a cross instead of a pointer.
- Sat Feb 22, 2014 5:07 pm
- Forum: General discussion
- Topic: If you thought tower creeping was dull...
- Replies: 37
- Views: 17204
Re: If you thought tower creeping was dull...
I have a feel this is gonna HAVE to be nerfed somehow...it is just WAY too easy to run over those poor poor biters! and not boring the way old tower creeping was in 8.8. Easy nerf: give worms a longer range than turrets. I thought that was already the case, and had based my strategies on it, but ap...
- Sat Feb 22, 2014 5:01 pm
- Forum: General discussion
- Topic: Has nothing to do now
- Replies: 17
- Views: 7999
Re: Has nothing to do now
Maybe we can create a wiki page about this? Hopefully the devs will give us a way to share map generation settings/seeds soon. Then that wiki page could include a single copy-able string of game settings and random seed, so that people could play challenges with the exact same map (similar to how t...
- Sat Feb 22, 2014 5:00 pm
- Forum: Ideas and Suggestions
- Topic: Make splitters smaller
- Replies: 14
- Views: 4680
Make splitters smaller
As much as I like artificial constraints, I am constantly annoyed by the layout requirements imposed by splitters. Instead of a 2x1 parallel splitter, I would love to have a 1x1 splitter that sends the second flow out sideways. This plus one conveyor (for another 90 degree turn) would almost complet...
- Sat Feb 22, 2014 4:56 pm
- Forum: Show your Creations
- Topic: nothing special, just starting a new base with science 1/2
- Replies: 10
- Views: 15350
Re: nothing special, just starting a new base with science 1
If you place your belts 2 tiles apart instead of 1 you will only need half as many underground belts setup since you won't require them vertically ;) There are trade-offs for any configuration. The wider it gets, the more wasted belts and items for the horizontal travel. I think in the end I'll go ...
- Sat Feb 22, 2014 4:54 pm
- Forum: Ideas and Suggestions
- Topic: preserve manually added items in the crafting queue
- Replies: 8
- Views: 4213
Re: preserve manually added items in the crafting queue
I keep re-playing the early game on different settings.Sedado77 wrote:but again, it's at the begining... later on you shouldn't have the same problem
- Sat Feb 22, 2014 4:50 pm
- Forum: Implemented Suggestions
- Topic: liquid type icon on pipe-to-ground
- Replies: 7
- Views: 3571
Re: liquid type icon on pipe-to-ground
Or a little light on top of every second or third pipe that changes from blue to red or black to white?Sedado77 wrote:Maybe having a pipe glowing red when hot? or chilly blue when cold? Just an idea
- Sat Feb 22, 2014 3:57 am
- Forum: Texture Packs
- Topic: 4 new icons
- Replies: 14
- Views: 23536
Re: 4 new icons
The copper cable one looks like it would be confusing next to a similar icon for just-red and just-green wires
- Sat Feb 22, 2014 12:43 am
- Forum: Ideas and Suggestions
- Topic: preserve manually added items in the crafting queue
- Replies: 8
- Views: 4213
Re: preserve manually added items in the crafting queue
That's all well and good if you know the recipes by heart, but sometimes I forget that electronic circuits are used to make an oil refinery. Also, that's less helpful if you aren't queuing them at the same time. Sometimes I add stuff to the end of a long queue, and having it eat up things that I que...