Search found 215 matches
- Sat Apr 09, 2016 9:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
- Replies: 19
- Views: 19756
Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Sorry for taking so long. I had forgotten about this topic after making that first post then wasn't in that area of my factory for quite a while Exported the blueprint via Foreman http://www.tuwr.net/~factorio/Wires.blueprint Doesn't appear to be a problem with this mod. I managed, using your bluep...
- Sat Apr 09, 2016 9:44 pm
- Forum: General discussion
- Topic: SOLAR or STEAM [poll]
- Replies: 72
- Views: 37155
Re: SOLAR or STEAM [poll]
Ore already has fluctuation, in unit volume. every deposit has a varied amount of resources in it. That is the deposit itself, not the actual output of mines. ie, perhaps a 10% random variation in mine output per min since in real life, ore isn't 100% pure in one large clump. The map I'm using will...
- Sat Apr 09, 2016 6:46 pm
- Forum: Ideas and Suggestions
- Topic: RC avatars
- Replies: 22
- Views: 6575
Re: RC avatars
I really like this idea. I would put an avatar in each outpost to work on it, etc. But, one would still need to get all the equipment to the location to do whatever you want with the avatar. So you'd still have to somewhat wait for a train of goods to get there. Only difference is that you wont be r...
- Sat Apr 09, 2016 6:38 pm
- Forum: General discussion
- Topic: SOLAR or STEAM [poll]
- Replies: 72
- Views: 37155
Re: SOLAR or STEAM [poll]
tl;dr for everything is making shared systems more complicated in attempts to spite one problem in particular never works. you end up hurting everything else without actually solving the problem. you are correct, and I hate using that sort of idealism. But, logically speaking, when going for realis...
- Sat Apr 09, 2016 5:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
- Replies: 19
- Views: 19756
Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Sorry for taking so long.
I had forgotten about this topic after making that first post then wasn't in that area of my factory for quite a while
Exported the blueprint via Foreman
http://www.tuwr.net/~factorio/Wires.blueprint
I had forgotten about this topic after making that first post then wasn't in that area of my factory for quite a while
Exported the blueprint via Foreman
http://www.tuwr.net/~factorio/Wires.blueprint
- Sat Apr 09, 2016 2:36 pm
- Forum: General discussion
- Topic: Poll: Loader vs. Heavy-Inserter
- Replies: 26
- Views: 11419
Re: Poll: Loader vs. Heavy-Inserter
I say both, that way everybody can choose the method they prefer instead of only pleasing half the people.
- Sat Apr 09, 2016 12:43 pm
- Forum: General discussion
- Topic: Factorio FLOB?
- Replies: 10
- Views: 5094
Re: Factorio FLOB?
Yeah what are you doing? Could you please describe what far lands and the goal of this scenario is. Are you just driving in a direction to the rim of the world? It's a minecraft reference. In minecraft the farlands is the area of the map where byte storage limit is hit so the map turns all screwy. ...
- Sat Apr 09, 2016 12:39 pm
- Forum: General discussion
- Topic: Factorio FLOB?
- Replies: 10
- Views: 5094
Re: Factorio FLOB?
With the infinite map settings, the computer limited size is 8,388,608 tiles from center in each direction. Hopefully you can get a bigger stack size then 1k or you'll be running back and forth a lot to resupply, especially since you'll have to go around lakes etc. :p You could use this command to h...
- Sat Apr 09, 2016 3:32 am
- Forum: General discussion
- Topic: SOLAR or STEAM [poll]
- Replies: 72
- Views: 37155
Re: SOLAR or STEAM [poll]
Now just compare the complexity of setting up steam power to setting up solar power, how many parts are there? Solar: -the panels -Accumulators Steam -Engines -Off shore pump -Boilers -Pipe work -Belts -Inserters -Fuel and Water -Trains (optional) -Electric Pumps (possibility) why not include build...
- Fri Apr 08, 2016 11:33 pm
- Forum: General discussion
- Topic: Annoyances associated with Factory building
- Replies: 41
- Views: 13087
Re: Annoyances associated with Factory building
Accidentally clearing your blueprint for a rail station after you ride a mile down the track to build a new mining outpost.
- Fri Apr 08, 2016 2:15 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
- Replies: 19
- Views: 19756
Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
How do I get a blueprint string?Roktaal wrote:Could you copy/paste that blueprint (Using Foreman or Blueprint string) here so I can take a look
Don't have the original any more, but will make a new one of the area and see if it will happen again.
- Thu Apr 07, 2016 8:47 pm
- Forum: General discussion
- Topic: Why can't 1 gear factory supply 10 red science factories?
- Replies: 9
- Views: 15327
Re: Why can't 1 gear factory supply 10 red science factories?
Definitely have to spend some time watching factories to make sure they are working efficiently. May seem silly, but it doesn't hurt to spend 5-10 seconds watching every assembler/smelter you build to see if it is getting supplies fast enough and to see if the goods that it produces are being remove...
- Thu Apr 07, 2016 5:06 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 34229
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
I like the idea, but one question comes to mind. If belts needed power, how would a factory run before electricity was developed? It might hurt the early game for new players if they had to transport everything by hand before making power. Create another power generator. Stirling Generators are eff...
- Thu Apr 07, 2016 5:00 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
- Replies: 19
- Views: 19756
Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Thanks for this mod. I found it quite useful. But, I encountered a minor problem. I don't know if it is something that can be fixed though. I did a vertical flip of a blue print and placed it. It didn't complete before the 5 mins were up (ran out of items) so after getting the needed items I tried p...
- Thu Apr 07, 2016 1:26 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 34229
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
The first two items would collide and block the path, then the long line of stuff behind would push against it and once force exceeded gravity stuff would lift, pile, and fall over the sides off the conveyor. Wheeled belts have less traction, but they don't have this problem. Once items hit somethi...
- Thu Apr 07, 2016 11:36 am
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 34229
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
- Should a belt continue moving after a power cut, since it has inertia (which causes a metric ton of calculations since items add to inertia)? The last one in particular is the issue, because if belts require power I'd wonder why they immediately stop when they lose power. If the expectation for r...
- Thu Apr 07, 2016 10:59 am
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 34229
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
I like the idea, but one question comes to mind. If belts needed power, how would a factory run before electricity was developed? It might hurt the early game for new players if they had to transport everything by hand before making power. And, the current Off Shore pump can't use power as there wou...
- Thu Apr 07, 2016 10:49 am
- Forum: Ideas and Suggestions
- Topic: Miner with lubricant
- Replies: 11
- Views: 3386
Re: Miner with lubricant
Needing lube for mines would only make sense for mines in the factories currently due to the issue that rachetfreak mentions.
Unless lube could be barreled.
Which....is how lube is transported in real life anyway, lol.
Unless lube could be barreled.
Which....is how lube is transported in real life anyway, lol.
- Thu Apr 07, 2016 10:46 am
- Forum: Gameplay Help
- Topic: deconstruct with or without robots?
- Replies: 6
- Views: 4948
Re: deconstruct with or without robots?
that's not a game command, he was just typing an example of how to set up buildings to make some construction bots.
he used a code bracket so the forum would display the link between the chemical plant and the 2nd assembler properly.
he used a code bracket so the forum would display the link between the chemical plant and the 2nd assembler properly.
- Thu Apr 07, 2016 3:30 am
- Forum: Gameplay Help
- Topic: deconstruct with or without robots?
- Replies: 6
- Views: 4948
Re: deconstruct with or without robots?
If you can't build construction robots and a deconstruction planner, the only way to demolish a large part of your base is via right clicking to disassemble the stuff. But be sure to build a lot of chests first to store everything in. You'll find your inventory filling up often, especially if there ...