Search found 183 matches
- Sat Jun 04, 2016 11:23 am
- Forum: Show your Creations
- Topic: Just simple building modules
- Replies: 9
- Views: 4223
Just simple building modules
Don't know if it's obvious or there are better projects, just wanted to share how I'm using them. And I'm still newbie in Factorio. :) Those are projects considered for using with logistic bots (without any belts). They are simple. They waste fewer resources waiting for a feed into an assembler. Fir...
- Sat Jun 04, 2016 10:54 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Automated Blue Science Pack Factory
- Replies: 43
- Views: 95442
Re: Automated Blue Science Pack Factory
The non-problem, the one that doesn't exist (lack of space). Ah, that one. Got it. Not really agree with you. Space comes with the cost (quite low in fact, but still...). At least you have to defend your space with more walls and turrets and there are more resources laying on the (longer) belts. An...
- Sat Jun 04, 2016 9:03 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 517824
Re: Simple Questions and Short Answers
1) Is there a way to place modules into buildings without opening the building's UI? Likewise, can I copy the modules from one building and put them in other buildings. It's annoying to place a mix of modules in a large number of buildings. AFAIK you can with construction bots and copy-paste. If yo...
- Sat Jun 04, 2016 8:28 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Automated Blue Science Pack Factory
- Replies: 43
- Views: 95442
Re: Automated Blue Science Pack Factory
What problem do you have in mind there?siggboy wrote:What's sad about it is that the space saving does not actually solve a problem. It only looks cool and well engineered.
- Sat Jun 04, 2016 8:23 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Automated Blue Science Pack Factory
- Replies: 43
- Views: 95442
Re: Automated Blue Science Pack Factory
One per assembler is enough unless you use Assembly Machine 3 and/or speed modules. A Fast Inserter is more than fast enough to feed a blue Assembly Machine with copper plates, even if the cycle time is only 0.5 seconds. Seems so. Still I need additional inserter to take a copper cable out of the r...
- Fri Jun 03, 2016 1:10 pm
- Forum: General discussion
- Topic: Versions compatibility
- Replies: 5
- Views: 2203
Re: Versions compatibility
Good to know, thank you. Suppose I will do the same.searker wrote: That way, i have a complete (playable) backup of my current instance including mods and saves and dont have to worry about any possible errors/corruptions that might occur.
- Fri Jun 03, 2016 12:13 pm
- Forum: General discussion
- Topic: Versions compatibility
- Replies: 5
- Views: 2203
Re: Versions compatibility
Really glad to hear that my understanding is incorrect this time!
- Fri Jun 03, 2016 12:07 pm
- Forum: General discussion
- Topic: Versions compatibility
- Replies: 5
- Views: 2203
Versions compatibility
As far as I understand, after updating to the version 13, my old savegames will not be playable.
How do you cope with this, people? Do you install new Factorio to another folder or what?
How do you cope with this, people? Do you install new Factorio to another folder or what?
- Fri Jun 03, 2016 7:40 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Automated Blue Science Pack Factory
- Replies: 43
- Views: 95442
Re: Automated Blue Science Pack Factory
I like this a lot, but it needs fixing in a few places for current Factorio because the build still uses the trick to grab off the end of a belt without the belt actually running that far. Sure. But those fixes are just obvious. Here is my screenshot from 12.35 so far (rotated for my factory and wi...
- Thu Jun 02, 2016 1:52 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Automated Blue Science Pack Factory
- Replies: 43
- Views: 95442
Re: Automated Blue Science Pack Factory
I like this setup more:
(c) https://www.reddit.com/r/factorio/comme ... k_compact/
Because it's shorter, it has bigger performance (you can add another 10 labs too) and it's balanced.
And it blows my mind too
(c) https://www.reddit.com/r/factorio/comme ... k_compact/
Because it's shorter, it has bigger performance (you can add another 10 labs too) and it's balanced.
And it blows my mind too
- Thu Jun 02, 2016 12:49 pm
- Forum: Show your Creations
- Topic: How do you think this solar panel / accumulator design?
- Replies: 10
- Views: 8692
Re: How do you think this solar panel / accumulator design?
As far as I can see it's 72 panels, not 75, to 61 accumulators.DerivePi wrote:For a group of 4 (as shown) - 75 panels to 63 accumulators - 25 to 21
- Mon May 30, 2016 12:52 pm
- Forum: Gameplay Help
- Topic: Trains: how to avoid unloading just loaded items?
- Replies: 13
- Views: 5250
Re: Trains: how to avoid unloading just loaded items?
It's easy enough to use different carriages for different resources. Let's say car #1 for delivery from M to R, and car #2 for delivery from R to M.
- Mon May 30, 2016 12:49 pm
- Forum: Gameplay Help
- Topic: Stupid question?
- Replies: 11
- Views: 4188
Re: Stupid question?
So, I don't like the idea of building huge buses and massive production lines. ... Admittedly, my production is slower, but it seems more "legit" to me, and keeps cost and pollution to a min. Conveyors don't add to pollution anyway. Except you'll need little more inserter cycles to load/u...
- Thu May 26, 2016 7:39 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 548399
Re: Let's see your clever builds
I wanted to try out a build to make all four sciences in one layout with just the raw materials as inputs (except for petroleum gas) and this is what I came up with: ... I'm using this one (quite old) build from this forum: http://i.imgur.com/pYSFjSN.png It's very compact, totally balanced and simp...
- Wed May 25, 2016 7:47 am
- Forum: Show your Creations
- Topic: Trains direction
- Replies: 15
- Views: 8316
Re: Trains direction
I still don't understand what it's for, why it's this complex, and doubt if it really works anyway.
- Tue May 24, 2016 11:27 am
- Forum: Ideas and Suggestions
- Topic: Re-Plant Trees
- Replies: 56
- Views: 32704
Re: (Re)planting Trees
Nossilk wrote:Do you really think, the devs will ever enable to have nice green trees there?
But I can ask, can't I?
- Mon May 23, 2016 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Re-Plant Trees
- Replies: 56
- Views: 32704
Re: (Re)planting Trees
I'd like to have trees able to grow under any pollution (without decreasing pollution) just for the sake of neatness. And maybe for defense purposes (slowing enemies a little... and let them break my trees).ssilk wrote:But: If the pollution is too high, the young trees should die.
- Wed May 18, 2016 7:13 am
- Forum: Ideas and Suggestions
- Topic: Idea to discuss: biter corpses leaving artifacts
- Replies: 15
- Views: 3320
Idea to discuss: biter corpses leaving artifacts
This is the idea. If biters after dying left something like "lesser artifact", which could be treated in some kind of smelter into "usual artifacts" with a ratio like 100:1 ? There would be more sense in turning "peaceful mode" off. There will appear new designs automat...
- Wed May 04, 2016 11:42 am
- Forum: Ideas and Suggestions
- Topic: Cloud features for saves / blueprints
- Replies: 5
- Views: 3156
Re: Cloud features for saves / blueprints
I sync my saves to Dropbox from the very beginning Just moved saves to some Dropbox subfolder and made a symbolic link from Factorio saves into that Dropbox subfolder. No sweat. Doing the same thing with all saves from all games for long :) The only "complex" thing is you need a tool to cr...
- Fri Apr 29, 2016 8:04 am
- Forum: Ideas and Suggestions
- Topic: Color-blind friendly liquids
- Replies: 4
- Views: 2527
Re: Color-blind friendly liquids
I second this.
Will use color-blind mod for this too (if such a mod will appear somewhere)
Will use color-blind mod for this too (if such a mod will appear somewhere)