Search found 18 matches

by NateDangerous
Wed Jun 01, 2016 6:44 am
Forum: Off topic
Topic: What Indie/Less well known games do you play
Replies: 23
Views: 32535

Re: What Indie/Less well known games do you play

Gimbal If you aren't familiar, it's a build spaceships and make them fight each other game. It's a great concept, but the dev(s) aren't active and so it suffers due to people exploiting flaws in multiplayer, a lack of players in general, lack of support and updates, etc. If it had people like the F...
by NateDangerous
Tue May 31, 2016 7:11 pm
Forum: Technical Help
Topic: So i bought new monitor...
Replies: 17
Views: 5160

Re: So i bought new monitor...

I noticed this behavior last week. I was trying to run Factorio windowed at 1080p (my native is 1440p). And, it runs fine windowed, but I couldn't figure out how to force it to a specific resolution. In my case I wanted the exact resolution for the purpose of making a video. Eventually, I just got a...
by NateDangerous
Tue May 31, 2016 1:32 pm
Forum: Fan Art
Topic: A stunning Factorio Rube Goldberg Machine
Replies: 7
Views: 7323

Re: A stunning Factorio Rube Goldberg Machine

This is awesome! And, very relevant to my interests.
by NateDangerous
Tue May 31, 2016 5:34 am
Forum: Off topic
Topic: Songs to Factorioize by
Replies: 63
Views: 123656

Re: Songs to Factorioize by

I generally don't go for relaxing music when I play. Here are a few examples of the type of music I generally listen to while playing. Statik Link - Work To Be Done https://youtu.be/wvezFHikHgA EVERLAKE - TURN IT UP TO TEN https://youtu.be/Vxi9xJK-sB0 SchoolBoy Q - Collard Greens https://youtu.be/_L...
by NateDangerous
Mon May 30, 2016 4:32 am
Forum: Gameplay Help
Topic: Stupid question?
Replies: 11
Views: 4577

Re: Stupid question?

You can certainly play that way, it will just take longer. I was thinking of trying something similar at some point, where I'd have a rule that I could only have one production facility for each item type. Then I'd just let it run and see how long it takes to finish the game. Though I imagine someon...
by NateDangerous
Sun May 29, 2016 9:37 am
Forum: Show your Creations
Topic: Two Liquids, One Pipe (proof of concept)
Replies: 13
Views: 6104

Re: Two Liquids, One Pipe (proof of concept)

XKnight could you add diagram and link that solution into TDT thread (https://forums.factorio.com/viewtopic.php?f=18&t=5553)? I think that this will be helpful for many people. Perhaps my design is very complex because it is a bug workaround... Correct build should look like this . That's very ...
by NateDangerous
Sun May 29, 2016 8:20 am
Forum: Show your Creations
Topic: Two Liquids, One Pipe (proof of concept)
Replies: 13
Views: 6104

Re: Two Liquids, One Pipe (proof of concept)

Concept is very interesting, and can be even used in regular factories to increase space effectiveness and reduce pipe mess. Although, I have some concerns about using steams for this purpose. Animation.gif I like that design. That was kind of what I was initially trying for, but never quite got to...
by NateDangerous
Sun May 29, 2016 5:04 am
Forum: Show your Creations
Topic: Two Liquids, One Pipe (proof of concept)
Replies: 13
Views: 6104

Two Liquids, One Pipe (proof of concept)

So, I was thinking the other day that it'd be interesting to try running a chemical plant that takes two liquid inputs, but feed it using only one pipe. I came up with a fairly simple concept that works well, and isn't very circuit-heavy (it actually uses no combinators). I made a short video explai...
by NateDangerous
Fri May 27, 2016 11:10 pm
Forum: Gameplay Help
Topic: Pumps, boilers, steam egines and the mystery of hot water
Replies: 12
Views: 5017

Re: Pumps, boilers, steam egines and the mystery of hot water

If it works like a real life steam engine the water/steam is getting consumed (and presumably released into the atmosphere, though it may not be shown). How an old timey train engine works: https://youtu.be/g8LrAsL4oH0 An animation of it: https://youtu.be/ESfSG2OlQYQ Though the fact that Factorio st...
by NateDangerous
Fri May 27, 2016 5:15 am
Forum: Combinator Creations
Topic: Smart Furnace - load-balanced, demand-based, and tileable
Replies: 48
Views: 25500

Re: Smart Furnace - load-balanced, demand-based, and tileable

This looks pretty neat. But that are a lot of combinators for what this thing is really doing. Smelting exactly 10 copper plates is nice but you could also just detect it at the end of your belt (storage area). Of course you would always smelt 50 too much but that is not really a problem. I build s...
by NateDangerous
Fri May 27, 2016 5:07 am
Forum: Combinator Creations
Topic: Smart Furnace - load-balanced, demand-based, and tileable
Replies: 48
Views: 25500

Re: Smart Furnace - load-balanced, demand-based, and tileable

I've put up a new video showing the steel and stone brick "smart" furnace with deadlock prevention. Video: https://youtu.be/JrKP07SaJxA Disclaimer: This is not practical in the least. It's an example of the mad science side of my world. Here's the blueprint string for the furnace: H4sIAAAA...
by NateDangerous
Mon May 23, 2016 5:35 pm
Forum: Combinator Creations
Topic: Smart Furnace - load-balanced, demand-based, and tileable
Replies: 48
Views: 25500

Re: Smart Furnace - load-balanced, demand-based, and tileable

This looks pretty neat. But that are a lot of combinators for what this thing is really doing. Smelting exactly 10 copper plates is nice but you could also just detect it at the end of your belt (storage area). Of course you would always smelt 50 too much but that is not really a problem. I build s...
by NateDangerous
Mon May 23, 2016 5:10 am
Forum: Combinator Creations
Topic: Smart Furnace - load-balanced, demand-based, and tileable
Replies: 48
Views: 25500

Smart Furnace - load-balanced, demand-based, and tileable

I've recently started a world in Factorio based exclusively around research and development (and at times, mad science). I figured I'd start showing some of the more interesting creations and concepts from that world. The first one is my take on the idea of a smart furnace. I've seen a few smart fur...
by NateDangerous
Mon May 23, 2016 1:33 am
Forum: Off topic
Topic: Youtubin' & Streamin'
Replies: 16
Views: 21332

Re: Youtubin' & Streamin'

Licenses for fraps and Sony Vegas alone come near to 700 dollars. Note that the Fraps part of that only comes to ~40 US dollars. Recording software is fairly cheap. Editing software, on the other hand... A relatively affordable option for professional level video editing is Adobe Premiere Pro CC. I...
by NateDangerous
Wed May 18, 2016 11:06 pm
Forum: Ideas and Suggestions
Topic: Circuit network - User defined circuits/blueprints
Replies: 2
Views: 2198

Re: Circuit network - User defined circuits/blueprints

I've had this thought as well, but as I've played more I've come to not want it. I like the challenge of minimizing the physical space my circuits use. I also like that they are visible all the time, showing that the factory is "smart". If I were really worried about space, I could always ...
by NateDangerous
Mon May 16, 2016 10:53 pm
Forum: Ideas and Suggestions
Topic: Highlight entities connected to combinator network
Replies: 7
Views: 3485

Re: Highlight entities connected to combinator network

But if it could actually highlight the wires themselves when you mouseover a circuit network connected thing it would be amazing. I find myself often removing a wire and replacing it, just to verify whether it had actually been connected in the first place, and even then with some dense layouts its...
by NateDangerous
Mon May 16, 2016 5:39 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 589
Views: 328427

Re: Thank you (Make the dev-team happy today!)

I've been playing this awesome game so much the last few days that it is becoming awkward to use Windows normally afterward. I find myself having to consciously remember that I can click on things that aren't near the center of the screen. Overall, this is a wonderful game. I've not been so into a g...
by NateDangerous
Mon May 16, 2016 4:30 am
Forum: Ideas and Suggestions
Topic: Highlight entities connected to combinator network
Replies: 7
Views: 3485

Re: Highlight entities connected to combinator network

I'd love to see this as well. I've been getting into some really dense, complicated circuit networks lately and would love to be able to see what is connected to what. Minimally, it'd be great to have something like when you mouseover a building and it shows the electric pole that powers it. But if ...

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