Search found 142 matches

by User_Name
Mon Dec 08, 2014 9:24 am
Forum: Mods
Topic: [MOD 0.11.14+] Blueprint String
Replies: 35
Views: 74306

Re: [0.11.3+] Blueprint String

DaveMcW wrote:I spent the past week porting gzip to lua.

We now have automatic compression for blueprints!
:o :shock:
by User_Name
Mon Dec 08, 2014 2:07 am
Forum: General discussion
Topic: Belt buffers
Replies: 37
Views: 41263

Re: Belt buffers

One buffer to rule them all http://i.imgur.com/iq1boW3.png Input : up to 4 100% compressed blue lines via overflowing splitter cascade (13%..100%) Output : 2 blue lines, 3550/m Saturation threshold : 0..85% -> 100% Leakage : none Capacity : 154k Expected time from full to empty under full load with...
by User_Name
Sun Dec 07, 2014 9:37 pm
Forum: Show your Creations
Topic: Switching on power plants automatically when needed
Replies: 8
Views: 23590

Re: Switching on power plants automatically when needed

The tanks are optional, the main difference is that steam engines are switched on/off not by powering fuel inserters, but by powering electric pump (which cut off water supply if unpowered).

Pros:
-the boilers of the big engine are already fueled
-the water in boilers already at 100˚
-instant on/off
by User_Name
Sun Dec 07, 2014 8:29 pm
Forum: Show your Creations
Topic: Rocket Defense Assembling Facility
Replies: 42
Views: 30061

Re: Rocket Defense Assembling Facility

I guess it's time to introduce universal metric to rate factory power, measured in RDH (Rocket Defenses per Hour)

Here we can see 1 RDH factory.
by User_Name
Sun Dec 07, 2014 8:20 pm
Forum: Show your Creations
Topic: Switching on power plants automatically when needed
Replies: 8
Views: 23590

Re: Switching on power plants automatically when needed

Cdr.MaS wrote: Then I came across this. http://i.imgur.com/hVCAwD5.jpg
This pic is from the very first design.
Use the variation with the pump
https://forums.factorio.com/forum/vie ... f=8&t=6665
Much more responsive, saves a lot of fuel too.

You need 2 pumps per 10 engines.
by User_Name
Sun Dec 07, 2014 6:16 pm
Forum: General discussion
Topic: Belt buffers
Replies: 37
Views: 41263

Re: Belt buffers

-use decompression before T-joint. It turned out to be great idea, by the looks of it. Design: http://i.imgur.com/Jk6Sfv5.png Input: 100% compressed Output : 100% compressed, 0 leakage Input : ~83% compressed (1 turn) Output : 100% compressed Input : 64% compressed (2 turns, screenshot above) Outpu...
by User_Name
Sun Dec 07, 2014 8:44 am
Forum: Implemented Suggestions
Topic: Trees should regenerate health (or have hidden HP bars) ☸
Replies: 59
Views: 25327

Re: Graphical Option: Turn Health Bars Off for Trees

But it's also potentially complicated for the developers. Handling potentially thousands of damaged trees slowly regenerating could get complicated (especially in multiplayer with desyncs - there are already enough problems with damage causing desyncs). It's the ideal solution, of course, but healt...
by User_Name
Sat Dec 06, 2014 4:30 pm
Forum: Ideas and Suggestions
Topic: Oil Refinery RANT
Replies: 10
Views: 16464

Re: Oil Refinery RANT

If you are really want to get rid of heavy or light oil, dump it into steam engine.
Problem solved.
by User_Name
Sat Dec 06, 2014 12:04 pm
Forum: Off topic
Topic: Formicarium: DwarfFortress + Simant seasoned with xkcd-genet
Replies: 16
Views: 18458

Re: Formicarium: DwarfFortress + Simant seasoned with xkcd-g

Yep, people on bay12 were so much nicer. Probably has something to do with the fact that, despite similarity between the two games, in DF player tasked with the goal of making large community live happily, while in Factorio your avatar is a sociopath who left his planet to live alone with machines f...
by User_Name
Sat Dec 06, 2014 11:27 am
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 78102

Re: [MOD 0.10.2] Automatic Rail Laying Machine

Someone with modding knowledge should fix this mod properly.

I ended up with a similar solution as the poster above, but decided not to post it here, because I don't understand what that code did, and what implications could arise from commenting it out.
by User_Name
Sat Dec 06, 2014 11:18 am
Forum: General discussion
Topic: spam
Replies: 17
Views: 5924

Re: spam

Best way to fend off spam is to have custom question in the registration form.
Current ("Please select the highest number") is off the shelf, thus solvable by any decent spam software.
by User_Name
Sat Dec 06, 2014 11:01 am
Forum: General discussion
Topic: Landmines vs Laser turrets
Replies: 9
Views: 7476

Re: Landmines vs Laser turrets

It will probably be done at some point (because there is no good reason not to - factorio already has all the necessary building bricks in place), it's just not a high priority feature.
by User_Name
Fri Dec 05, 2014 10:41 pm
Forum: General discussion
Topic: Completing Rocket Defense in X games?
Replies: 17
Views: 5848

Re: Completing Rocket Defense in X games?

had consistent little game hiccups every few minutes on the Mac 11.x build That's your auto-save. You can increase the time between them. But developers probably can make the whole process seamless. Still, somewhat unsatisfying ending. It is placeholder ending. Proper ending is scheduled to v.0.12
by User_Name
Fri Dec 05, 2014 10:23 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261075

Re: Tips & Tricks

Well, this is probably the most compact design possible, but the benefit is questionable. There is enough space to put conventional inserter-belt-inserter thing in place of a red inserter http://i.imgur.com/uMERP4M.png I get "no fuel" icon occasionally here and there, but I don't think it ...
by User_Name
Fri Dec 05, 2014 9:42 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261075

Re: Tips & Tricks

Also, with max inserter stack bonus, inserter grabs ALL fuel out of middle boiler when next boiler in chain needs a piece.
Not sure how it will work with big power plants.
by User_Name
Fri Dec 05, 2014 9:27 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261075

Re: Tips & Tricks

It needs 1 more offset
Image

It looks like in the end it uses more space than conventional setup, unless you use pipes to compensate for misalignment.
by User_Name
Fri Dec 05, 2014 7:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.4] Reproducable CTD due to setting up a splitter
Replies: 1
Views: 880

Re: [0.11.4] Reproducable CTD due to setting up a splitter

fixed in 0.11.5, which was released today
by User_Name
Fri Dec 05, 2014 1:06 pm
Forum: General discussion
Topic: Belt buffers
Replies: 37
Views: 41263

Re: Belt buffers

Nova wrote:Yeah, that's nice, but the question is: Why should I care that my factory starves on iron?
You shouldn't. You shouldn't fix belt turns too. Reduced performance means nothing, it is just a game.
by User_Name
Fri Dec 05, 2014 12:56 pm
Forum: General discussion
Topic: Belt buffers
Replies: 37
Views: 41263

Re: Belt buffers

I don't know why buffers should be important for anything beside trains. If there's a shortage in your production, where's the problem? Only fuel for boilers and things for ammunition could be a problem, but anything else could just not produce as much and be uninteresting. (rough approximation) ht...
by User_Name
Thu Dec 04, 2014 5:04 pm
Forum: Ideas and Suggestions
Topic: Save game names
Replies: 29
Views: 10629

Re: Save game names

Having spaces in file names causes enough problems that can be avoided entirely by just using what everybody else does, replace them with underscores... I don't know who you mean by "everybody", but Apple and Microsoft use names like "c:\Program Files" and "/Library/Applica...

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