Search found 294 matches
- Sat Dec 23, 2017 10:30 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 56334
Re: Friday Facts #222 - Christmas avalanche
What do you mean with that inserters will compress? I think all this little things that we can optimize in the Factorio is great and makes the game interesting to play in the long run. I think belts shouldn't be automatically be compressed but be something you after playing for while see and think -...
- Thu Nov 23, 2017 8:29 am
- Forum: General discussion
- Topic: annoying landfill sound
- Replies: 8
- Views: 3519
Re: annoying landfill sound
The SFX can get pretty loud when you place big patches at once. It's just the nature of the same sound overlapping itself. Never had an issue with that - but that doesn't mean that no other could have one with it. Hm, you do know that you can change the size of placed landfill? Placing bigger tiles...
- Wed Nov 22, 2017 7:04 pm
- Forum: General discussion
- Topic: annoying landfill sound
- Replies: 8
- Views: 3519
annoying landfill sound
The landfill sound is so load and annoying so when I do much landfill I turn off the sound. Any others that think the landfill noise is bad and have to be changed?
- Sun Nov 19, 2017 10:22 am
- Forum: Ideas and Requests For Mods
- Topic: Gears as entities (loose idea)
- Replies: 3
- Views: 1511
Gears as entities (loose idea)
Gears are iconic and in the logo of the game, and it's so satisfying to see stuff moving around the the factory. But in the game the gears are only recipe items. So I propose an mod that ad gears and drive shafts as "buildings" that transmit torque and rotation. We could for example make e...
- Thu Nov 16, 2017 9:15 pm
- Forum: Ideas and Requests For Mods
- Topic: Industrial robot (loose idea)
- Replies: 1
- Views: 699
Industrial robot (loose idea)
The inserters in Factorio looks a little like industrial inserters but is not that versatile. Instead the magic happens inside the black boxes called assemblers. Could we make something like industrial robots that assemble things in Factorio? Can we have like one robot that places 1 gear + 2 pipes +...
- Thu Nov 09, 2017 5:36 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 45366
Re: Friday Facts #215 - Multithreading issues
Using this method in Factorio, for example, you would ignore the state of all the factory's belts while off-screen and simply use a counter to determine how "full" a stretch of belt is and which inserters would therefore be able to operate on that belt. Pick a inserter to jam if crap is l...
- Mon Nov 06, 2017 12:39 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 45366
Re: Friday Facts #215 - Multithreading issues
Sad to hear, that there probably won't be any real multithreading in the "near" future. It should give an overview on what to buy for more or less single-threaded processes. And yes, if you don't do heavy multithreading you probably shouldn't get an i9. Haven't the i9 double the memory ba...
- Sat Oct 14, 2017 6:06 am
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 65811
Re: Friday Facts #212 - The GUI update (Part 1)
Keep up the good work! I think the transparent windows makes the GUI unnecessary busy. As many noted there is something missing in the train logic to be able to make an effective many to many train station network. So I think there also is more work to do with the train logic that they UI have to ha...
- Thu Sep 07, 2017 5:29 pm
- Forum: Gameplay Help
- Topic: Furnaces and steam engines
- Replies: 4
- Views: 1863
Re: Furnaces and steam engines
Pipe loops can screw up the flow of steam. I don't think it's affecting your setup, it is definitely a problem on big nuclear setups. To be sure remove the pipes on the end of the steam engines.
- Fri Sep 01, 2017 7:39 pm
- Forum: Ideas and Suggestions
- Topic: More Pumpjack access points
- Replies: 18
- Views: 6232
Re: More Pumpjack access points
I have never felt it's a problem and for me it's easy to hook up the pump-jacks (would be more interesting if it was harder). Don't forget that you can rotate pump-jacks.
There are plenty of other things that are annoying like trees and moving chests full things a tile...
There are plenty of other things that are annoying like trees and moving chests full things a tile...
- Wed Aug 30, 2017 11:42 am
- Forum: Balancing
- Topic: I like to build
- Replies: 5
- Views: 2326
Re: I like to build
Construction bots and personal roboports could be buffed and easier to build so it will be faster and easier to use blueprints. Requester chests could be nerfed so boring bot grid factories get less practical and you have to do the belt spaghetti. I've never had an issue with either of these... and...
- Wed Aug 30, 2017 11:35 am
- Forum: Balancing
- Topic: I like to build
- Replies: 5
- Views: 2326
Re: I like to build
One example that could be tweaked, is the time it takes to pick up buildings. It's just annoying that it takes so long time to pick up entities as assemblers and inserters. Fairly sure that's done on purpose so you don't accidently mine an important structure by accidently right clicking on it. if ...
- Tue Aug 29, 2017 3:53 pm
- Forum: Balancing
- Topic: I like to build
- Replies: 5
- Views: 2326
I like to build
What I like about the game is that it's easy to build complicated things. So I think the balance should strive for it to be easier to build and at the same time there should be a need for complex builds. One example that could be tweaked, is the time it takes to pick up buildings. It's just annoying...
- Tue Aug 29, 2017 2:41 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 49925
Re: Friday Facts #205 - Teaching the things that everybody knows
I have a couple of thousand hours. Fluids - I've never needed to think about those. Alright, it's annoying they can't touch, but that's not a big deal (just use undergrounds for long parallel runs). Note on fluids. It's far from obvious that it's better with underground pipes than above ground pipe...
- Sat Aug 26, 2017 6:57 am
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 49925
Re: Friday Facts #205 - Teaching the things that everybody knows
I'm not sure I understand basic fluid mechanic. Everyone knows that 1 boiler feeds 2 steam engines, and 1 offshore pump feeds 20 boilers (and therefore 40 steam engines), for a total of 40MW (I think). Question is, how are we supposed to figure this out? My only hints came from the campaign and the...
- Fri Aug 25, 2017 5:17 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 49925
Re: Friday Facts #205 - Teaching the things that everybody knows
Fluid mechanics. I don't mean the esotericall stuff but the simple stufflike. How much is flowing through the pipe? Why is the pipe full/empty?
Should heat-exchanges be full with water or is it enough with a few % for them to work at 100%?
Should heat-exchanges be full with water or is it enough with a few % for them to work at 100%?
- Tue Aug 22, 2017 12:08 pm
- Forum: Gameplay Help
- Topic: Building a Bob's mega base
- Replies: 5
- Views: 5612
Re: Building a Bob's mega base
There is indeed a reason why god modules are disabled by default :D Shouldn't be hard to speed up assembler so much that the game breaks even without god modules, High tier assemblers and beacons is quite powerful to. Then it's not necessarily bad that the game changes and you have to set up knew g...
- Mon Aug 21, 2017 9:37 pm
- Forum: Gameplay Help
- Topic: Building a Bob's mega base
- Replies: 5
- Views: 5612
Re: Building a Bob's mega base
Hi Lubricus, Check out a thread I posted a while back about the insanity of Bob's and god modules. The factory does just over 3 rockets per second with NO bots (albeit a very bad UPS hit - might be better in .15 though). Everything is tile-able, so the only real limitation is raw material input and...
- Mon Aug 21, 2017 7:35 pm
- Forum: Gameplay Help
- Topic: Building a Bob's mega base
- Replies: 5
- Views: 5612
Building a Bob's mega base
Building the bob’s mods mega base When I built my first bob’s mod factory everything went just silly after making god modules. Most parts of the factory just stopped because there were no need for resources and the supersonic bot’s are so much more effective than even the 5x belts. So I realized I h...
- Mon Aug 21, 2017 5:58 pm
- Forum: Ideas and Suggestions
- Topic: Incorporation of Bobs Mods and Angels Mods
- Replies: 5
- Views: 2385
Re: Incorporation of Bobs Mods and Angels Mods
I like bob's mod and haven't tried angels. I think bob's mod add more complexity and content but it is in some way more of the same complexity, in vanilla you find new types of bottlenecks and have to find optimizations on new levels when you play at a god pace. Bob's mod have a tendency to slow tha...