Search found 215 matches

by zytukin
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...
by zytukin
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...
by zytukin
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...
by zytukin
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...
by zytukin
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
by zytukin
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.
by zytukin
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. ...
by zytukin
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...
by zytukin
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...
by zytukin
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.
by zytukin
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!

Roktaal wrote:Could you copy/paste that blueprint (Using Foreman or Blueprint string) here so I can take a look
How do I get a blueprint string?

Don't have the original any more, but will make a new one of the area and see if it will happen again.
by zytukin
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...
by zytukin
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...
by zytukin
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...
by zytukin
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...
by zytukin
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...
by zytukin
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...
by zytukin
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.
by zytukin
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.
by zytukin
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 ...

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