Man, you've A LOT of oil for sure!rk84 wrote:Not sure. Mostly it is space issue. I just want to post picture of my parallel pipes
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- Wed Feb 26, 2014 3:39 pm
- Forum: Ideas and Suggestions
- Topic: the parallel pipes problem
- Replies: 10
- Views: 5598
Re: the parallel pipes problem
- Wed Feb 26, 2014 3:38 pm
- Forum: Ideas and Suggestions
- Topic: the parallel pipes problem
- Replies: 10
- Views: 5598
Re: the parallel pipes problem
Unfortunately, what this would do is create an asymmetry in the way pipes are built. Let me demonstrate: I have two parallel pipes, one long and one shorter. If I run an orthogonal pipe to the place, where the short one ends and find out that I am 1 tile away: -------------------- _ _---------------...
- Wed Feb 26, 2014 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Barrel logistics
- Replies: 11
- Views: 4814
Re: Barrel logistics
I see cargo wagons are missing the slot limiter thing. If they had that, would it solve the problem with repair packs? It would, but the slot limiter is universal. Thus, that wagon would only be running at 1/15 capacity, which is ... undesirable. BTW, this brings to mind yet another solution - filt...
- Wed Feb 26, 2014 1:07 am
- Forum: Ideas and Suggestions
- Topic: Barrel logistics
- Replies: 11
- Views: 4814
Re: Barrel logistics
He's bringing up a specific problem to explain the purpose of needing Trains to work with the circuit network, not just asking for help solving the issue. Exactly! This theme has derailed, mainly because of the extremely large amount of advice given (BTW - thanks, guys!). I believe what I suggest i...
- Mon Feb 24, 2014 9:45 pm
- Forum: Ideas and Suggestions
- Topic: Barrel logistics
- Replies: 11
- Views: 4814
Re: Barrel logistics
I still haven't played 0.9.1 (because it still looks like a lot will be changed) but why do you need to half-fill the cargo wagon? Why not fill it entirely, except for one slot? Then you can get almost double the capacity, with the same effect. Why is it hard to get exactly the right amount of barr...
- Mon Feb 24, 2014 12:36 am
- Forum: Ideas and Suggestions
- Topic: Barrel logistics
- Replies: 11
- Views: 4814
Barrel logistics
While shuttling around oil barrels it is always a hassle to have just enough barrels so as a cargo wagon stays half-empty after loading empty barrels at processing. However, currently we have no way to read inventories. I see three possible solutions: Make cargo wagons logistics-accessible. Helps at...
- Sun Feb 23, 2014 11:47 am
- Forum: General discussion
- Topic: Question
- Replies: 5
- Views: 3582
Re: Question
I have three basic questions, 1. Does equipment like factories, inserters and miners only use power when they run and only create pollution when running? 2. Is there a way to see what settings was used to create a map. Live resource levels, biter size and frequency? 3. Any youtube video's on have t...
- Fri Feb 21, 2014 2:01 pm
- Forum: Ideas and Suggestions
- Topic: weighted splinters
- Replies: 8
- Views: 3525
Re: weighted splinters
I think a better way to do this would not be to add multiline splitters, but rather a UI that lets you choose the ratio. For example, a belt factory requires 2 iron to be put in ane assembler and 1 into another. Currently it's a bit of a hassle to split anything in not-power-of-two fractions (althou...
- Fri Feb 21, 2014 1:56 pm
- Forum: Implemented Suggestions
- Topic: Set storage chest purpose
- Replies: 11
- Views: 7414
Re: Set storage chest purpose
What if there was another type of chest that is between a provider and a storage chest? Call it a production chest. As per your description, it doesn't solve the problim in my original post: how can I disassemble a factory if I have an extensive logistics network with lots of items in it and lots o...
- Thu Feb 20, 2014 7:32 pm
- Forum: Balancing
- Topic: Are bitters too hard to kill in end game?
- Replies: 59
- Views: 50210
Re: Are bitters too hard to kill in end game?
Actually, all you need to take out even the largest biter nests in midgame are a car, a rocket launcher, a crapton of rockets (preferrably evenly split regular/explosive - then 2 rocket launchers) and a place with a load of laser turrets. Then you need a lot of driving skill, but it is doable. Just ...
- Thu Feb 20, 2014 7:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] Train disappearing on placement
- Replies: 4
- Views: 1447
Re: [0.9.0] Train disappearing on placement
Took me quite a few time to do this, but yes, I can! Attaching screenshots with the whole "disappearing train", the trick is to place it just a teeeeny bit closer than the max connection length. Can't believe I stumbled across it, and twice in a row for the fact. Also, Factorio could use a...
- Thu Feb 20, 2014 9:46 am
- Forum: Implemented Suggestions
- Topic: Set storage chest purpose
- Replies: 11
- Views: 7414
Re: Set storage chest purpose
The downside is that you end up spending a little bit more resources on chests. You might also need more bots as they could go from provider to storage to requester if not needed immediately. There is more to it than that. One, you require A LOT more bots, as with storage chests every resource you ...
- Wed Feb 19, 2014 11:08 pm
- Forum: Implemented Suggestions
- Topic: Set storage chest purpose
- Replies: 11
- Views: 7414
Set storage chest purpose
Yes, I know, a similar thing has been suggested. While deconstructing stuff with bots I found that they will not carry stuff away - it literally has no destination. If I place down a logistics storage chest, it immediately becomes a mess, as every resource in the network suddenly is brought there. S...
- Wed Feb 19, 2014 6:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] Crash on selecting smart inserter condition
- Replies: 1
- Views: 705
[0.9.0] Crash on selecting smart inserter condition
Save: https://www.dropbox.com/s/s6m3gnmr3d0gg9g/_autosave2.zip Screenshot: https://www.dropbox.com/s/blknk8i57l54dyd/bug_sinserter.png In the attached save, wait place down the supplier chest as indicated by red arrow, place down the smart inserter as indicated by green arrow pointing towards the ch...
- Wed Feb 19, 2014 3:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] Train disappearing on placement
- Replies: 4
- Views: 1447
[0.9.0] Train disappearing on placement
Screenshot: https://www.dropbox.com/s/3v841ezozzvyj78/bug_train.png Save: https://www.dropbox.com/s/1a5yaf61nu8qk9f/first123.zip Trying to make a dual-locomotive train. When I place the second locomotive on the bend, it disappears from the inventory, but does not appear in the world. Although, if I ...
- Wed Feb 19, 2014 12:34 am
- Forum: Ideas and Suggestions
- Topic: Furnace upgrades
- Replies: 3
- Views: 1557
Re: Furnace upgrades
Let me see, if I have 10 steel furnaces and replace them with electrics and follow ypur advice that would mean 80 wasted steel. Not so much for endgame, but I tend to rush electrics, so at the time of change I may be hurting for steel.
- Tue Feb 18, 2014 10:22 am
- Forum: Ideas and Suggestions
- Topic: Furnace upgrades
- Replies: 3
- Views: 1557
Furnace upgrades
A very simple suggestion: make a steel furnace upgradeable to an electric one. Reason: sooner or later in game I always want to replace steels with electrics, just so I don't need to run coal and divert it from power and can use modules. However, in the end I wind up with tons of obsolete furnaces. ...
- Tue Feb 18, 2014 9:32 am
- Forum: General discussion
- Topic: Feedback 0.9
- Replies: 58
- Views: 21607
Re: Feedback 0.9
Oh, thanks.
Regarding greens - now they have interconnected paths, while before the sole connection was the science pack 2.
Regarding greens - now they have interconnected paths, while before the sole connection was the science pack 2.
- Tue Feb 18, 2014 12:00 am
- Forum: Balancing
- Topic: Are bitters too hard to kill in end game?
- Replies: 59
- Views: 50210
Re: Are bitters too hard to kill in end game?
As I got it, attacking a biter base early is feasible only if you already have an assault rifle, piercing bullets AND the base is small (5 nest absolute max, no big biters, few mediums). Then you stand a chance, even better with steel armour. For midgame, I found that a car for mobility and two rock...
- Mon Feb 17, 2014 11:36 pm
- Forum: General discussion
- Topic: Feedback 0.9
- Replies: 58
- Views: 21607
Re: Feedback 0.9
Okay, got my hands on 0.9.0 after finally finishing my 0.8.8 game. Several points (mainly regarding research): [*] No longer able to rush Adv. Processing 2 for electric furnaces. Mainly because they now require oil industry. [*] The tech tree in general sure needs a "little" bit of updatin...