Sorry, but now you are just trolling. I've clearly made my point, with plenty of proof, and added more on request. But if you're too high and mighty to admit you're wrong, your loss.ssilk wrote:You're just a troll...
Search found 55 matches
- Mon May 19, 2014 5:33 pm
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 21224
Re: Half Belt Splitter
- Mon May 19, 2014 5:25 pm
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 21224
Re: Half Belt Splitter
Why don't you mean that comes just from the splitting? What I see is: Splitter stands in up-position. Item comes in. Item is outputted in the upper belt. Splitter moves into down-position. item comes in. Item is outputted on the lower belt. Splitter moves up. And so on. Or in other words: Every sec...
- Mon May 19, 2014 5:09 pm
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 21224
Re: Half Belt Splitter
Double the copper? Sure: Splitter_Madness_4.png As you can see when comparing this one with the second one in the previous post, the added copper has no influence on the splitters behaviour with regards to the steel. It now outputs (starting from the splitter) 2 left (copper, steel), 1 right (copper...
- Mon May 19, 2014 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 21224
Re: Half Belt Splitter
I understand the workings of the splitter just fine, and it's not nearly as simple as some people think. That's what causes all the discussion, and that's why I think it should be removed in favour of simpler unit operations that can be combined to have the same functionality (and more). Anyway, spl...
- Mon May 19, 2014 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 21224
Re: Half Belt Splitter
If it's so simple, then why do you have such a trouble explaining how it works? Apparently the thing is not so simple at all! You just made two contradictory statements on the functioning of the thing. Which one is it? Or do you also not really know how the thing works? The splitter tracks where the...
- Mon May 19, 2014 9:57 am
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 21224
Re: Half Belt Splitter
So you're saying (can't test right now) that in the case of a balanced copper/metal belt, the splitter would send all copper to one output and all metal to the other? But not reliable, because 1 missing or extra item and the two sides are switched around? That sounds pretty useless! All the more rea...
- Mon May 19, 2014 7:58 am
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 21224
Re: Half Belt Splitter
(... A lot of repeating what I said...) IMO, you're not giving any new functionality AND you're replacing only 1 entity with 2... there (again, IMO) is nothing of what you say, you can't do with splitters as they are: (I'd post screenshots if I could, but I'm @work and internet security doesn't all...
- Sun May 18, 2014 9:18 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1003818
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
One of the cool thing deterministic replays like that can allow is continuing playing from any point in the replay. Instead of loading a save game to a fixed point in time, you watch the replay until the point where you think you made a mistake, and then continue playing from there.
- Sat May 17, 2014 7:43 pm
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 21224
Re: Half Belt Splitter
That is, I think, where the frustration lies. There is this enormous gap between how simple a task belt separation ought to be, and how complex and over-engineered the proposed solutions are. Wellcome to Factorio! THIS is what the game is all about! That's the beauty of it, and if you spend a few e...
- Wed May 14, 2014 6:55 am
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 77354
Re: [Polls Closed] The signals
That's not good; what happens if a chest is 4 away from full and an inserter picks up five items and attempts to insert them? Is the 5th item destroyed, is the inserter unable to insert the full 5, or are 4 inserted and the 5th item left in the inserter's hand? The inserter inserts 4 and waits, wit...
- Fri May 09, 2014 7:41 am
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12503
Re: Solar boiler?
That doesn't make an electrical boiler make any more sense. You have electricity, so you use it to boil water... to make electricity? As long as there is no other use for hot water, an electric boiler is useless... By definition it would require more electrical energy to boil the water than you get ...
- Fri May 09, 2014 7:36 am
- Forum: Ideas and Suggestions
- Topic: Conveyor Belt Router
- Replies: 52
- Views: 18317
Re: Conveyor Belt Router
Making low tech designs obsolete - don't see the problem with that? Natural progression in most games is like that. Problem that it would make them obsolete from the beginning of the game So we're suggesting a basic tool, which replaces a complex and mentally burdensome design which involves hackis...
- Thu May 08, 2014 10:52 am
- Forum: Ideas and Suggestions
- Topic: Effectivity, productivity, efficienc
- Replies: 7
- Views: 3210
Re: Effectivity, productivity, efficienc
Effectivity is about getting an effect, regardless of the cost. Shooting a group of mosquitoes with a nuke is very effective (the mosquitoes are guaranteed to be dead), but it is not very efficient (nukes are very expensive, and you blow up the entire city too) Efficiency is doing the same with less...
- Thu May 08, 2014 10:27 am
- Forum: Implemented Suggestions
- Topic: Stats
- Replies: 2
- Views: 1863
Re: Stats
It would be nice if we could toggle which items are shown in the production overview, so we can actually see the others that are not in the top 16
- Sun May 04, 2014 9:47 am
- Forum: Outdated/Not implemented
- Topic: Custom inserters points of origin and destination?
- Replies: 6
- Views: 2192
Re: Custom inserters points of origin and destination?
It would allow one inserter to pull finished goods from 4 assemblers into 1 provider chest. That would be cool. However, all it achieves is a space reduction. I don't think there is anything you can do with this that can't be done in some other way using more space. But I'd still like it because it ...
- Sun May 04, 2014 9:37 am
- Forum: Not a bug
- Topic: Entity info not shown after loading a savegame
- Replies: 4
- Views: 2109
Re: Entity info not shown after loading a savegame
Probably, but I looked it up in the key-bindings screen in the game.
- Sun May 04, 2014 9:23 am
- Forum: Not a bug
- Topic: Entity info not shown after loading a savegame
- Replies: 4
- Views: 2109
Re: Entity info not shown after loading a savegame
Did you try pressing the "Alt" key again? That's what makes those overlays appear.
- Thu May 01, 2014 4:39 pm
- Forum: Implemented Suggestions
- Topic: Queuing Up Research
- Replies: 2
- Views: 1910
Re: Queuing Up Research
Also, show in the progress bar how fast (if at all) research is progressing. I quite often don't notice that my research has stopped for some reason.
- Thu May 01, 2014 10:46 am
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 77354
Re: [Polls Closed] The signals
Could you tell us more about the direction you plan on taking things? Would it help if we elaborate our ideas more?kovarex wrote:I'm not working on it yet.
- Wed Apr 30, 2014 11:55 am
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 77354
Re: [Polls Closed] The signals
Changing the logic away from wiring and to naming schemes does indeed make things much more powerful. That "logicDevice" you describe doesn't even need to output on a different wire, it can just output back on the same wire, since its output has a different name. Chests should be named by ...