Search found 27 matches
- Sun Mar 27, 2016 7:57 am
- Forum: Ideas and Suggestions
- Topic: Actual laser turret
- Replies: 54
- Views: 37942
Re: Actual laser turret
Hell, yeah. I want laser beams too.
- Sat Mar 26, 2016 11:08 pm
- Forum: Gameplay Help
- Topic: 'Universal bus' factory setup
- Replies: 3
- Views: 3232
Re: 'Universal bus' factory setup
I've solved it actually! And with a hard material limit(**) not a soft one(*), as I call it. I've wired every producer and consumer of every material type to one extensive red wire system (essentially going everywhere alongside the conveyor belt bus). A wired smart inserter will only throw items on ...
- Sat Mar 26, 2016 11:03 pm
- Forum: Ideas and Suggestions
- Topic: Mixer (sequencer) inserter
- Replies: 17
- Views: 4990
Re: Mixer (sequencer) inserter
Current circuit systems have values, which are "tagged" with item names. Think of it like a shopping list - Iron plate: 280. Copper plate: 129. Assembling Machine 1: 54. ... What you do with this data is something else altogether. You can tell a smart inserter to only work if "Iron P...
- Sat Mar 26, 2016 10:52 pm
- Forum: Ideas and Suggestions
- Topic: Mixer (sequencer) inserter
- Replies: 17
- Views: 4990
Re: Mixer (sequencer) inserter
No, I won't close this, there is no reason. And I remembered back to some post I made long time ago: https://forums.factorio.com/viewtopic.php?f=8&t=918 :) :D Well, I don't mind speaking beside the topic, if you don't mind. ;) I actually started this thread, too, to talk multi-material loops sp...
- Sat Mar 26, 2016 2:02 pm
- Forum: Ideas and Suggestions
- Topic: Mixer (sequencer) inserter
- Replies: 17
- Views: 4990
Re: Mixer (sequencer) inserter
But as a suggestion this is in my eyes not usable, cause it's still not clear what you want/need and so cannot be discussed. That shown design will not work stable. As you already see above, that fact will distract from what you want to suggest, cause all will understand only parts of the picture. ...
- Fri Mar 25, 2016 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Mixer (sequencer) inserter
- Replies: 17
- Views: 4990
Re: Mixer (sequencer) inserter
During this project I have definitely felt I am going against the grain of the game ( not giving each item type its own belt, but trying to move them together and then re-sort them ). I challenge someone to try this too. But it's a topic for another post.... Therein lies the problem, you're looking...
- Fri Mar 25, 2016 7:08 pm
- Forum: Ideas and Suggestions
- Topic: Mixer (sequencer) inserter
- Replies: 17
- Views: 4990
Re: Mixer (sequencer) inserter
Thanks that sheds some light on it.sillyfly wrote:Current circuit systems have values, which are "tagged" with item names. Think of it like a shopping list -
Iron plate: 280.[...]
- Fri Mar 25, 2016 6:53 pm
- Forum: Gameplay Help
- Topic: 'Universal bus' factory setup
- Replies: 3
- Views: 3232
Re: 'Universal bus' factory setup
Is this the kind of thing you're looking for? . It's still limited to how many different items you can have on the belt, but you could relegate the universal bus to take only a few basic materials and have the sub-factories produce items like gears and circuits locally, not centrally. Haha! Sounds ...
- Fri Mar 25, 2016 9:22 am
- Forum: Gameplay Help
- Topic: 'Universal bus' factory setup
- Replies: 3
- Views: 3232
'Universal bus' factory setup
TL;DR: How to handle one belt with many materials on it. Hi, I'm looking to get feedback and have someone try this idea too, and share their solutions. What I'm playing around with is a setup where one main bus ('spine') transports all the items throughout the factory, then specialized sub-factories...
- Fri Mar 25, 2016 9:04 am
- Forum: Ideas and Suggestions
- Topic: Mixer (sequencer) inserter
- Replies: 17
- Views: 4990
Re: Mixer (sequencer) inserter
I think I cannot imagine how this works. :) Can you make a screenshot of the situation you want to improve with this. http://i.imgur.com/gHTKzZY.jpg Here you are. In this example you can see (horizontally) a belt with coal AND iron on the same side (the other side of the belt is for the product). T...
- Fri Mar 25, 2016 8:47 am
- Forum: Ideas and Suggestions
- Topic: Mixer (sequencer) inserter
- Replies: 17
- Views: 4990
Re: Mixer (sequencer) inserter
Mass of traffic is good!sillyfly wrote:Good to know!
It gets really hard to follow all the planned features when they are spread in the forums, what with all the new mass of traffic in the last month or so
- Fri Mar 25, 2016 8:42 am
- Forum: Ideas and Suggestions
- Topic: Mixer (sequencer) inserter
- Replies: 17
- Views: 4990
Re: Mixer (sequencer) inserter
I think a more generic approach would be to allow circuit network to change the filter of a smart inserter, and not just an overall condition for it's activity. This would allow you to make a simple timer that changed between the items you want, but would also have a lot more possibilities. It will...
- Thu Mar 24, 2016 3:05 pm
- Forum: Ideas and Suggestions
- Topic: Mixer (sequencer) inserter
- Replies: 17
- Views: 4990
Mixer (sequencer) inserter
TL;DR: A piece of machinery able to pull items in certain order (e.g. 2x iron then 2x electronic circuit, then 1x yellow inserter). Hi, I have a suggestion as in the title. Or perhaps a question if anything like this already exist, but I haven't seen it. Why would I need this? For cases when I have ...
- Thu Mar 24, 2016 1:54 pm
- Forum: Gameplay Help
- Topic: How to filter chest slots with circuit networks?
- Replies: 0
- Views: 752
How to filter chest slots with circuit networks?
Hi, I find the circuit system a bit... mystifying. A good tutorial mission for them would be nice. In the meantime, how would I achieve filtering slots - as can be done for the bottom bar and (as I understand) also for rail carriages - but with a smart instrter, a chest and wires? I want it to do th...
- Sat Mar 12, 2016 9:42 am
- Forum: General discussion
- Topic: About the endgame - kinda frustrating today
- Replies: 45
- Views: 51109
Re: About the endgame - kinda frustrating today
Challenge accepted.kovarex wrote: Circuits per minute
Is that something I'll be able to do more than once, though, each time becoming slightly better? 'Cause I have a hunch that all you need for more more circuits per minute is a bigger factory.
- Fri Mar 11, 2016 2:45 pm
- Forum: Ideas and Suggestions
- Topic: Forklifts to move around chests
- Replies: 21
- Views: 9681
Re: Forklifts to move around chests
One of those walking lifters Ripley used in aliens?
- Fri Mar 11, 2016 10:43 am
- Forum: Ideas and Suggestions
- Topic: [Metagame] Real-world-like economics stats.
- Replies: 2
- Views: 1787
Re: [Metagame] Real-world-like economics stats.
I just had an extra idea: this could be combined with "player deliveries to home planet", as some people suggested. With each goods shipment, the game would produce a report for the player about how efficiently the stuff is being produced (and award a hefty CEO bonus, of course, in the for...
- Thu Mar 10, 2016 6:11 pm
- Forum: General discussion
- Topic: About the endgame - kinda frustrating today
- Replies: 45
- Views: 51109
Re: About the endgame - kinda frustrating today
where my factory exists for the sole purpose of existing, so I can make refinements, improve the way it functions, ect. I keep saying that! Make that^ the endgame, but for that to work the devs would have to introduce some criteria by which one factory is better than another. Like in Simcity it was...
- Thu Mar 10, 2016 5:22 pm
- Forum: General discussion
- Topic: About the endgame - kinda frustrating today
- Replies: 45
- Views: 51109
Re: About the endgame - kinda frustrating today
In late/endgame there are no consumers for the produced goods. [/quote] After reading this and other suggestions my vote would go to some kind of trade facility with variable prices. This, combined with a randomized set of resources, would mean you would have to make up for a lack of one with mass ...
- Thu Mar 10, 2016 3:19 pm
- Forum: Ideas and Suggestions
- Topic: Train wheel sparks
- Replies: 2
- Views: 5227