Search found 83 matches
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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?
I was under the impression that long-handed inserters are bad for factories due to their slower speed?
- 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...
- 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...
- 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...
- 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
- 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...
- 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.
- 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...
- 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...
- 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...
- 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!
and i agree, the devs are awesome!
- 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...
- 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...
- 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...
- 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...