Search found 83 matches

by silman
Mon Sep 22, 2014 8:48 pm
Forum: Ideas and Suggestions
Topic: Force a belt to not curve
Replies: 3
Views: 13561

Re: Force a belt not to curve

The only options for making a belt not curve are to have a belt either opposed or upstream when joining. A big part of the gameplay of Factorio is making factories that work the way you want, within the rules the pieces use. Simply making new rules anytime your design doesn't work kills off most of...
by silman
Mon Sep 22, 2014 5:46 am
Forum: Ideas and Suggestions
Topic: Force a belt to not curve
Replies: 3
Views: 13561

Force a belt to not curve

There are many times there i want to inject items onto only one side of the belt and i don't have room to do the little hack where you place another belt on the other side facing inwards so when you place a belt in the middle it doesnt attach as a curved piece. Can we have an option to rotate the be...
by silman
Sun Sep 21, 2014 8:57 pm
Forum: Show your Creations
Topic: About electronic circuits production
Replies: 19
Views: 9804

Re: About electronic circuits production

Personally, if I were doing a bot layout I would still have the iron on a belt, but I would have the assemblers on the copper side spaced one apart from each other with the circuits being taken out towards the copper side, (into a chest of course), with the iron on the opposite side. (Much closer t...
by silman
Sun Sep 21, 2014 6:28 pm
Forum: Show your Creations
Topic: About electronic circuits production
Replies: 19
Views: 9804

Re: About electronic circuits production

Indeed, iron input can become a bottleneck. Easily resolved by inputing the iron from the sides: https://dl.dropboxusercontent.com/u/79072179/green_chips.png Nevermind the stray normal inserter. Pretend it's blue. This looks like a great design, I'll go with this, thanks! If anyone has any other ef...
by silman
Sun Sep 21, 2014 10:33 am
Forum: Gameplay Help
Topic: Deciding which items to re-make and which to keep on belts?
Replies: 12
Views: 28806

Re: Deciding which items to re-make and which to keep on bel

So in the end which materials need to be directly inserted and what can i put on belts? And are long-handed inserters just too slow for late game? I read somewhere that for advanced circuits its totally fine to put copper cable on belts because of the 8 second production time. Basically i am asking ...
by silman
Sun Sep 21, 2014 10:23 am
Forum: Show your Creations
Topic: About electronic circuits production
Replies: 19
Views: 9804

Re: About electronic circuits production

Im surprised the difference is so large.

I was under the impression that long-handed inserters are bad for factories due to their slower speed?
by silman
Sat Sep 20, 2014 9:15 pm
Forum: Wiki Talk
Topic: Compilation of various factory designs?
Replies: 1
Views: 5767

Compilation of various factory designs?

I was wondering if we should start a wiki page that compiles factory designs under their end product, i.e. this factory is optimised for making electronic circuits, this factory makes inserters in the least amount of space, etc. The idea is that people can share their designs and potentially start a...
by silman
Sat Sep 20, 2014 9:03 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1004201

Re: Factorio Roadmap for 0.11 + 0.12

What do you guys mean by "proper tech tree" what was wrong with it before? I think they mean having a research page that actually has a tree-like structure instead of just a ton of boxes next to each other. That way you can visually see dependencies of items/research just by looking at th...
by silman
Fri Sep 19, 2014 6:16 pm
Forum: Technical Help
Topic: Port Pre 0.10.x map to new 0.10.x features?
Replies: 5
Views: 6801

Re: Port Pre 0.10.x map to new 0.10.x features?

Map exchange string depends on save format from 0.10. So if you want exhange string of 0.9.8 map, just save it to a different save and use exchange string from that. We try to make all versions backwards compatible as much as possible, but sometimes practicality wins over a perfect solution :-) Ahh...
by silman
Fri Sep 19, 2014 6:11 am
Forum: Resolved Problems and Bugs
Topic: No factorio windows icon
Replies: 1
Views: 1009

No factorio windows icon

I just updated to 0.10.12 and the factorio windows icon is now an error page that looks like this
by silman
Fri Sep 19, 2014 6:07 am
Forum: Technical Help
Topic: Port Pre 0.10.x map to new 0.10.x features?
Replies: 5
Views: 6801

Port Pre 0.10.x map to new 0.10.x features?

I just recently got 0.10.12 after being told countless times that this branch is far from "experimental" and i started my first (and only so far) map on 0.9.8, but when i load into it it says that i cant generate a map exchange string because its a 0.9.8 map. Is there any way i can port my...
by silman
Wed Sep 17, 2014 8:02 pm
Forum: Ideas and Suggestions
Topic: Suggestion about inserters
Replies: 8
Views: 3164

Re: Suggestion about inserters

I think it's dumb that inserters can only place on one side of a belt if its inserting from the side of the belt instead of the bottom.
by silman
Tue Sep 16, 2014 4:48 am
Forum: News
Topic: Friday Facts #51 - First MP Game
Replies: 46
Views: 31427

Re: Friday Facts #51 - First MP Game

Venoms must be injected directly into your blood stream in order to take effect (you can drink a glass of snake venom and it probably won't harm you) The lethality of some Aussie snakes would make that something you wouldn't want to bet on I would never risk it, but according to many sources that i...
by silman
Tue Sep 16, 2014 1:48 am
Forum: Ideas and Suggestions
Topic: Suggestion about inserters
Replies: 8
Views: 3164

Re: Suggestion about inserters

DyTech Mod already introduces a little of what you are describing. It has craftable insters that only pick up on the near/far side and only place on the near/far sice (pemutations of each also). What it doesn't have is the 90 Degree placement and cant lane-pick when the belts are in-line with an ins...
by silman
Mon Sep 15, 2014 9:40 pm
Forum: News
Topic: Friday Facts #51 - First MP Game
Replies: 46
Views: 31427

Re: Friday Facts #51 - First MP Game

Both words are acceptable. The word poisonous actually refers to the word venomous, so in most cases we just say something is poisonous. Actually that's completely true, they pretty much the same thing (in terms of bad stuff that is meant to harm prey), but the distinction comes in the transmission...
by silman
Mon Sep 15, 2014 3:34 am
Forum: General discussion
Topic: "Stable" release
Replies: 4
Views: 1567

Re: "Stable" release

Thanks for the information!

and i agree, the devs are awesome!
by silman
Sun Sep 14, 2014 8:24 pm
Forum: General discussion
Topic: "Stable" release
Replies: 4
Views: 1567

"Stable" release

So i have been playing on 0.9.8 since i started about a month ago but have been avidly following news and updates. I see their posts about the new 0.10.x releases and how they state they are "stable" but when i go to the download page they are always under "experimental" which ma...
by silman
Sat Sep 13, 2014 10:17 pm
Forum: Releases
Topic: Version 0.10.10
Replies: 18
Views: 30689

Re: Version 0.10.10

Is it only me or is all the updates in the news section and all the news in the update section? =) I was wondering about that too, but they have sub-labels that confirm the way it is now. Under News it says "Information about releases and official stuff" and under Updates it says "Ho...
by silman
Sat Sep 13, 2014 7:16 pm
Forum: Ideas and Suggestions
Topic: Fast and Smart Long Handed Inserters?
Replies: 3
Views: 1635

Fast and Smart Long Handed Inserters?

A search showed that one person has suggested this but no one seemed to reply to his post. Currently Long handed inserters are slower than the fast/smart inserters, and as a result people tend to avoid using them. I think they are super useful and should have upgrades to fast and smart long handed i...
by silman
Sat Sep 13, 2014 7:42 am
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 35566

Re: Removing walls above resources

this is really annoying but comes with the design. What ever is under the cursor and is in range will be processed. There is no "oh, he has mined 5 walls before, maybe he want to do some more, lets restrict the mining of any other thing", and it's hard to code too. If you place walls on r...

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