Search found 68 matches

by Sir Nick
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

rk84 wrote:Not sure. Mostly it is space issue. I just want to post picture of my parallel pipes :)
Man, you've A LOT of oil for sure!
by Sir Nick
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: -------------------- _ _---------------...
by Sir Nick
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...
by Sir Nick
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...
by Sir Nick
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...
by Sir Nick
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...
by Sir Nick
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...
by Sir Nick
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...
by Sir Nick
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...
by Sir Nick
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 ...
by Sir Nick
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...
by Sir Nick
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 ...
by Sir Nick
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...
by Sir Nick
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...
by Sir Nick
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 ...
by Sir Nick
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.
by Sir Nick
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. ...
by Sir Nick
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.
by Sir Nick
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...
by Sir Nick
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...

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