Search found 142 matches

by User_Name
Sun Nov 30, 2014 8:04 pm
Forum: General discussion
Topic: Jual Kitchen Set Murah
Replies: 6
Views: 2128

Re: Jual Kitchen Set Murah

ssilk wrote:No, wasn't me...

... sorry, but I have to order a kitchen now ...


No seriously: I now removed this link and warned the user.
He's got his spam link in the signature.
You should delete post/user.
by User_Name
Sun Nov 30, 2014 7:47 pm
Forum: Show your Creations
Topic: Simple controller to auto add robots to logistic system
Replies: 6
Views: 8630

Re: Simple controller to auto add robots to logistic system

If only we could do something like this for construction bots, because they getting killed at the outposts occasionally, and currently there are no solutions for automated resupply without overproducing.
by User_Name
Sun Nov 30, 2014 6:47 pm
Forum: Mods
Topic: [Mod 0.11.x] Foreman - Blueprint Manager
Replies: 71
Views: 90249

Re: [Mod 0.11.x] Foreman - Blueprint Manager

I tried to import this blueprint https://forums.factorio.com/forum/vie ... f=8&t=7002 and got this error
http://imgur.com/q6mAZv1?tags

Blueprint string (other mod) got it right
by User_Name
Sun Nov 30, 2014 6:44 pm
Forum: Show your Creations
Topic: Simple controller to auto add robots to logistic system
Replies: 6
Views: 8630

Simple controller to auto add robots to logistic system

This is my test factory. Bots move copper to requester chest, working against a team of inserters and a yellow belt. http://i.imgur.com/qq9siat.png It needs 6 bots to operate. Not 4, not 5 and not 7. Exactly 6. This is controller. http://i.imgur.com/na5yD2f.jpg Whenever logistic network is unable to...
by User_Name
Fri Nov 28, 2014 5:15 pm
Forum: Not a bug
Topic: underground belt issue?
Replies: 3
Views: 1656

Re: underground belt issue?

Show a pic.
by User_Name
Fri Nov 28, 2014 5:11 pm
Forum: Gameplay Help
Topic: Tank Controls
Replies: 2
Views: 17144

Re: Tank Controls

press q to switch
press c to force fire (you'll need target)
by User_Name
Fri Nov 28, 2014 10:28 am
Forum: Technical Help
Topic: Crash on loading screen Mac OSX.9.5
Replies: 7
Views: 6942

Re: Crash on loading screen Mac OSX.9.5

Update game to version 0.11.3
by User_Name
Fri Nov 28, 2014 8:47 am
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261402

Re: Tips & Tricks

When adding temporary tank(s) to extend overflowing storage, leave space for a pipe. You can later replace this pipe with electric pump, which will allow you to deconstruct tank without losing any liquid.

Image
by User_Name
Fri Nov 28, 2014 4:52 am
Forum: General discussion
Topic: Island,
Replies: 8
Views: 4244

Re: Island,

There is a mod called "landfill", make a bridge to the mainland.

Btw, isn't this considered a bug?
by User_Name
Fri Nov 28, 2014 4:21 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Smelting where you mine
Replies: 26
Views: 64515

Re: Smelting where you mine

But for the early game and starting area ore fields this is awesome solution. I take it back. This is ridiculously hard to set up without medium power poles compared to usual smelting line. (you cannot walk between columns, you have to use underground belts, more complex placing pattern overall, an...
by User_Name
Thu Nov 27, 2014 8:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.3] Incorrect train signal behavior
Replies: 13
Views: 8541

Re: [0.11.3] Incorrect train signal behavior

Well, I made better picture. The signals in the white circles are working as expected. Two trains running on this track without issues. The signal in the red circle is ALWAYS green. It does not interfere with the other signals operation. It does not divide track in blocks. It just sits there, foreve...
by User_Name
Thu Nov 27, 2014 8:27 pm
Forum: General discussion
Topic: Belt rebalancer is not your friend
Replies: 23
Views: 25305

Re: Belt rebalancer is not your friend

There are two cases where rebalancer may be a good fit:
1) to get maximum throughput from unevenly clogged belts
2) when you putting things on the busy belt with inserters, and want to maximize output
by User_Name
Thu Nov 27, 2014 8:03 pm
Forum: General discussion
Topic: Belt rebalancer is not your friend
Replies: 23
Views: 25305

Re: Belt rebalancer is not your friend

C) Balance transport from source to destination to optimize throughput Example: You have some kind of outpost and as it happens, most miners put the items on one side, so that one lane is full and some miners cannot output items. Answer: Yes. Do it. But in this case you need normally only "one...
by User_Name
Thu Nov 27, 2014 7:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.3] Incorrect train signal behavior
Replies: 13
Views: 8541

Re: [0.11.3] Incorrect train signal behavior

n9103 wrote:I would only call it a bug if the opposing signal doesn't get a blue highlight, as they do when normally placing on opposite sides.
Signal does not behave like a double signal anyway. Nor like a single one.
And no, there is no highlight.
by User_Name
Thu Nov 27, 2014 6:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.3] Incorrect train signal behavior
Replies: 13
Views: 8541

Re: [0.11.3] Incorrect train signal behavior

Here's a better illustration of what I think was the problem (at least, cleaning up my layout to remove this track configuration fixed it):. Yep, looks like a bug to me. Train signals placed like in your picture work like a paired signal for two-sided track, although they are on different tracks, a...
by User_Name
Thu Nov 27, 2014 5:16 pm
Forum: General discussion
Topic: Belt rebalancer is not your friend
Replies: 23
Views: 25305

Re: Belt rebalancer is not your friend

What about two splitters, with a gap preserving the rebalancing pattern, with faster belts on the remerge? http://i.imgur.com/KDcBzmU.png I tested it before. Slightly better than the common rebalancer with red parts (because there is no U-turn), but still not quite there. The fundamental problem is...
by User_Name
Thu Nov 27, 2014 11:43 am
Forum: General discussion
Topic: Belt rebalancer is not your friend
Replies: 23
Views: 25305

Re: Belt rebalancer is not your friend

It is not a proper rebalancer, you need a piece of faster track where the two split yellow belts come together to ensure compression and throughput. It helps, but the problem is still there Red: http://i.imgur.com/R4aEnes.png Blue: http://i.imgur.com/07UFr6m.png Full blue: http://i.imgur.com/9aufJZ...
by User_Name
Thu Nov 27, 2014 1:18 am
Forum: General discussion
Topic: Belt rebalancer is not your friend
Replies: 23
Views: 25305

Re: Belt rebalancer is not your friend

Can you do the bottom test again but with the belt rebalancer as 2 splitters therefore cutting out the U-bend on the one side.. I doubt much will change but I always wondered.. maybe make it a 4th lane so you can compare it separately.. Can't find a great picture for it but the upper most 2 splitte...
by User_Name
Thu Nov 27, 2014 1:01 am
Forum: Balancing
Topic: Some items becoming "useless" in lategame & changing recipes
Replies: 51
Views: 52939

Re: Some items becoming "useless" in lategame & changing rec

I think the best solution would be to add some sort of "recycler" which breaks down items into very basic components. It could be as simple as decomposing into iron/copper ore (scrap), and solid fuel (burnable waste). Can be done by simple mod. Or maybe the devs could just add a way to de...
by User_Name
Wed Nov 26, 2014 11:42 pm
Forum: General discussion
Topic: Faster Belt Corners
Replies: 41
Views: 19724

Re: Faster Belt Corners

The fact that you can work around this with splitters could be considered a problem instead. It indicates that splitters are too fast. It would not be unreasonable for a splitter on a 100% full belt to cause a minor loss of throughput, something like 20%. 20% isn't exactly minor, but I do agree tha...

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