You can set filters on a chest, can't you?Neotix wrote:Using wagon as buffer have one advantage. You can set filters and prevent from overflow. Chest can be easily filled with one type od item and entire process will stuck.
Search found 183 matches
- Fri Apr 22, 2016 6:46 pm
- Forum: Show your Creations
- Topic: Using a Cargo Car as a Buffer
- Replies: 12
- Views: 8489
Re: Using a Cargo Car as a Buffer
- Fri Apr 15, 2016 2:29 pm
- Forum: Gameplay Help
- Topic: Train Signals
- Replies: 2
- Views: 1076
Re: Train Signals
I suppose you'd better move your middle track to the right and make it the rightmost. Or else you may effectively remove your rightmost "shortcut" track and leave one remaining (middle) track as a two-direction one -- because there will be no effect in having that shortcut (trains will any...
- Fri Apr 15, 2016 7:16 am
- Forum: Ideas and Suggestions
- Topic: Upgradable Inventory Sizes
- Replies: 12
- Views: 3879
Re: Upgradable Inventory Sizes
Quite a good idea. Where do I vote for it?
- Fri Apr 15, 2016 7:13 am
- Forum: Ideas and Suggestions
- Topic: Planting of Trees
- Replies: 4
- Views: 2006
Re: Planting of Trees
+1 Actually, it shouldn't be difficult. And our factories could be prettier with some tree parks too. You take some wood, add some water (and maybe some fertilizer produced from a coal and oil products like an acid), create some small tree which you can plant anywhere and it will grow fast. Sadly it...
- Wed Apr 13, 2016 2:37 pm
- Forum: Gameplay Help
- Topic: Main bus
- Replies: 3
- Views: 5433
Re: Main bus
Maybe propane, sulfuric acid, water and lubricant.
Maybe batteries.
Maybe batteries.
- Tue Apr 12, 2016 3:06 pm
- Forum: Ideas and Suggestions
- Topic: reorder build que
- Replies: 4
- Views: 4057
Re: reorder build que
I suppose I'd like to replace production queue (FIFO) with a stack (LIFO). Maybe with an option in the game settings. Like if I asked to build 100 red science, and all of a sudden want to build one track, it will be put either first in queue, or the second after already started first of hundred scie...
- Mon Apr 11, 2016 1:41 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 75268
Re: Friday Facts #133 - The train struggle
The ideal solution would be to change the perspective or use a true grid and 3d graphics. But this would mean to rewrite the game from scratch It shouldn't. Only display part and human input part (like mouse-click). All game-logic, calculating optimization, data-structure, etc. should remain mostly...
- Mon Apr 11, 2016 7:07 am
- Forum: Ideas and Suggestions
- Topic: Suggestion - Trains transporting liquids
- Replies: 6
- Views: 1855
Re: Suggestion - Trains transporting liquids
Use the mod, Luke.
( this one, for example: viewtopic.php?f=93&t=6847 )
+1 to liquid tank in vanilla
( this one, for example: viewtopic.php?f=93&t=6847 )
+1 to liquid tank in vanilla
- Sun Apr 10, 2016 7:01 pm
- Forum: Gameplay Help
- Topic: look for backup for "low power" situation
- Replies: 4
- Views: 2427
Re: look for backup for "low power" situation
put an electric pump (or four) after the offshore pump?
- Sun Apr 10, 2016 2:49 pm
- Forum: Gameplay Help
- Topic: [answered] (just curious) stack bonus vs belts (again?)
- Replies: 9
- Views: 2727
Re: The most throughput? Box/inserter, or blue belt?
Same question here (with answer): https://forums.factorio.com/viewtopic.php?f=18&t=23315 And here: https://wiki.factorio.com/index.php?title=Belt_transport_system#Belts Yellow belt goes 1.875 tiles per second with 7.143 items per tile. It's ~13.4 item*tiles/sec Fast inserter goes 2.4 turns/sec o...
- Sun Apr 10, 2016 3:48 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 75268
Re: Friday Facts #133 - The train struggle
But it did became better, didn't it?The Phoenixian wrote:Even Factorio itself has run into this with a few aspects of it's development, like multiplayer: The issues with descyning required a huge amount of bug fixing and that ate up massive amounts of dev time.
- Sat Apr 09, 2016 6:57 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 75268
Re: Friday Facts #133 - The train struggle
Here is a radical idea, if you changed the grid spacing to something a bit wider than high (even if only in a 1.2 ratio)... That would mean redoing most of the factorio graphics, like rails, transport belts, terrain, most of the buildings, pipes etc. But it will be for good. Not to say that now fac...
- Sat Apr 09, 2016 11:50 am
- Forum: Mods
- Topic: [MOD 0.12.x] Colorblind Ores (1.0.1)
- Replies: 9
- Views: 9257
Re: [MOD 0.12.x] Colorblind Ores (1.0.1)
thanks from me too.
- Sat Apr 09, 2016 10:20 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 75268
Re: Friday Facts #133 - The train struggle
If the display grid is square, then every item in the game seems higher than wider, isn't it? Including belts, for example.
Maybe it really shouldn't be square display grid then?
(Maybe it shouldn't be horizontal+vertical, but diagonal instead, but that's probably too big for a change)
Maybe it really shouldn't be square display grid then?
(Maybe it shouldn't be horizontal+vertical, but diagonal instead, but that's probably too big for a change)
- Fri Apr 08, 2016 12:05 pm
- Forum: Gameplay Help
- Topic: [answered] (just curious) stack bonus vs belts (again?)
- Replies: 9
- Views: 2727
- Fri Apr 08, 2016 10:42 am
- Forum: Gameplay Help
- Topic: [answered] (just curious) stack bonus vs belts (again?)
- Replies: 9
- Views: 2727
[answered] (just curious) stack bonus vs belts (again?)
Just an abstract question. Is there someone with numbers ready? :) What is faster in the means of bandwidth: long-handed inserter with two containers (say chests) and full stack bonus, or yellow/red/blue belt of equivalent length (chest + long-handed + chest)? Just thinking about replacing the main ...
- Fri Apr 08, 2016 10:22 am
- Forum: Gameplay Help
- Topic: No End-Game message
- Replies: 6
- Views: 2581
Re: No End-Game message
Yes, I've received the message, so you should have too.xlRadioActivelx wrote:I've launched now two rockets with satellites on board each, but I still haven't gotten the message,
- Fri Apr 08, 2016 10:17 am
- Forum: General discussion
- Topic: Questions to DEVs about optimization of CPU usage
- Replies: 9
- Views: 5625
Re: Questions to DEVs about optimization of CPU usage
maybe there should be some "golf-field-grass tile" in the factorio Or even trees... but a grass at least. We all like to have our factories nice-looking, I suppose.
...Sure, I doubt there will be smth like that in vanilla soon. Just a dream And there are mods for growing trees.
...Sure, I doubt there will be smth like that in vanilla soon. Just a dream And there are mods for growing trees.
- Thu Apr 07, 2016 5:03 pm
- Forum: Ideas and Suggestions
- Topic: [Trains vs Player] Level crossing and/or boom barrier
- Replies: 13
- Views: 4886
Re: [Trains vs Player] Level crossing and/or boom barrier
Well, my suggestion shouldn't be too complex, won't change the balance, won't decrease fun. And there is some demand for it. So why not? Because everthing it needs to build this is already in the game or will come with v0.13. See from Koub linked discussions... I've looked over those discussions an...
- Thu Apr 07, 2016 1:03 pm
- Forum: Ideas and Suggestions
- Topic: [Trains vs Player] Level crossing and/or boom barrier
- Replies: 13
- Views: 4886
Re: [Trains vs Player] Level crossing and/or boom barrier
Expecially the https://forums.factorio.com/viewtopic.php?f=80&t=7717. Well, my suggestion shouldn't be too complex, won't change the balance, won't decrease fun. And there is some demand for it. So why not? Also a nice mod (with ass kicking name) : https://forums.factorio.com/viewtopic.php?f=97...