Yeah, the input rows could be shortened at the expense of requiring red belts everywhere. Good catch.bobucles wrote:If the chest has room for two inserters, why not use two inserters? Seems a waste of space to not max out the goods.
Search found 205 matches
- Thu Aug 13, 2015 5:57 pm
- Forum: General discussion
- Topic: Should logistic bots be necessary?
- Replies: 21
- Views: 13831
Re: Should logistic bots be necessary?
- Thu Aug 13, 2015 1:39 pm
- Forum: General discussion
- Topic: Should logistic bots be necessary?
- Replies: 21
- Views: 13831
Re: Should logistic bots be necessary?
On the one hand, each inserter is only getting fed by two belt inserters, so that's not very efficient--there should be five each for maximum exploitation of the stack size bonus. On the other hand, you've pointed out that 24 inserters can be aimed at a single assembler! Looks like another challenge...
- Thu Aug 13, 2015 1:36 pm
- Forum: Off topic
- Topic: My factory is a cancer on a living world
- Replies: 5
- Views: 11532
- Thu Aug 13, 2015 1:32 pm
- Forum: Off topic
- Topic: tf2 gun mettle update
- Replies: 2
- Views: 6748
Re: tf2 gun mettle update
It doesn't bother me. I actually find the contracts to be fun, or at least the first half dozen were. It got me to play some maps, classes, and game modes that I don't normally spend time with. I'd love to see them expand on that, actually, as long as the rewards are always cosmetic only. I don't ev...
- Thu Aug 13, 2015 1:03 pm
- Forum: Off topic
- Topic: Games Like Factorio
- Replies: 213
- Views: 423661
Re: Games Like Factorio
If you mention gnomoria, you must also say Dwarfen Fortress I was just reading through this thread again, thinking, "what, nobody has mentioned Dwarf Fortress ?!" And I got scooped in the last post. For anyone who doesn't know DF, just imagine Factorio, with incomprehensible ASCII graphic...
- Wed Aug 12, 2015 8:34 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 65245
Re: Picker: A new tool for easily selecting items from inventory
Really useful, I prefer this to the Eyedropper. I do have one small request though: When using bob's electronic mod, or any other mod that makes the start game phase take longer, even getting to the yellow Picker can actually be quite a trial. Could you make the yellow one even cheaper, please? May...
- Wed Aug 12, 2015 1:44 pm
- Forum: Show your Creations
- Topic: My mixed-belt inserter factory
- Replies: 5
- Views: 12607
My mixed-belt inserter factory
Following roy777's Reddit post on passive logistical loops, I made this factory for producing the four useful types of inserter. (For those unfamiliar with the design, all the intermediate materials and final products go on the single main loop, and are pulled off as needed. Looking at the fast inse...
- Tue Aug 11, 2015 7:52 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 65245
Re: Picker: A new tool for easily selecting items from inventory
Awesome. I am trying it now! Two issues I ran into: If you build it to your inventory you can't put it in the shortcut bar because you can't move your mouse to the shortcut bar without it deselecting. And when I did it just disappeared when I tried to move it and I had to build another. Yeah, there...
- Tue Aug 11, 2015 7:49 pm
- Forum: Implemented Suggestions
- Topic: Ghost building without item in inventory
- Replies: 8
- Views: 5795
Re: Ghost building without item in inventory
How do we select it? Left-click, right-click, and shift-click are already taken. Control-click to grab a stack of zero?
- Tue Aug 11, 2015 1:49 am
- Forum: Mods
- Topic: Eyedropper - An easier way to pick items from your inventory
- Replies: 13
- Views: 22769
Re: Eyedropper - An easier way to pick items from your inventory
Hey guys, check the OP, I implemented billw's suggestion as a new mod called Picker. I think it works really well.
- Tue Aug 11, 2015 1:01 am
- Forum: General discussion
- Topic: What are your Factorio quirks?
- Replies: 35
- Views: 24093
Re: What are your Factorio quirks?
I have to pick up every alien artifact, even if I've already got 30,000 of them in storage and I've researched everything except Follower Robot Count N+1.
- Tue Aug 11, 2015 12:59 am
- Forum: Ideas and Suggestions
- Topic: Use personal bots automatically when out of build range
- Replies: 15
- Views: 6221
Re: Use personal bots automatically when out of build range
How does it work? I mean, from the player's perspective?SHiRKiT wrote:Not quite the topic, but I'm already making a mod to handle this. It's not the best, but does the job.
- Mon Aug 10, 2015 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Small idea for Roboport
- Replies: 2
- Views: 1242
Re: Small idea for Roboport
I think if you have that many bots, then the need to charge them is already going to push you to add more roboports.
- Mon Aug 10, 2015 9:22 pm
- Forum: Ideas and Suggestions
- Topic: Use personal bots automatically when out of build range
- Replies: 15
- Views: 6221
Re: Use personal bots automatically when out of build range
Why green? You're going to effectively place a blueprint, so the cursor should be blue. Other than that, YES. It might sound like a small tweak, but it can make a huge difference. I had in mind that anytime the game displays the construction bot range, that's green, so there's that association. But...
- Mon Aug 10, 2015 5:05 pm
- Forum: Ideas and Suggestions
- Topic: Use personal bots automatically when out of build range
- Replies: 15
- Views: 6221
Use personal bots automatically when out of build range
Current behavior, when trying to build something with left-click: If within build range, cursor is yellow, item is built. If outside that range, cursor is red, nothing happens. But you can shift-click to have your robot build it. Suggested behavior for left-click: If within build range, cursor is y...
- Mon Aug 10, 2015 4:46 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 65245
[MOD 0.12.26] Picker: Easily select items from inventory
Type: Mod Name: Picker Description: Gives you an eyedropper-like tool to select items by putting the cursor over objects in the world. E.g. mouse over an assembler and press 1 to select assemblers from your inventory. License: Public domain Version: 0.1.0 Release: 2016-03-15 Tested-With-Factorio-Ver...
- Mon Aug 10, 2015 4:07 pm
- Forum: Ideas and Suggestions
- Topic: Threshold for damage warning
- Replies: 3
- Views: 1315
Re: Threshold for damage warning
I love both of these ideas.
- Mon Aug 10, 2015 1:32 pm
- Forum: Mods
- Topic: Eyedropper - An easier way to pick items from your inventory
- Replies: 13
- Views: 22769
Re: Eyedropper - An easier way to pick items from your inventory
You could add an item called eye dropper that if it is in your hand will perform selection otherwise won't. People can have this as a short cut in their toolbelt then. That is just perfect! (Well, middle-click would be perfect, but that's damn close.) Okay, time to learn a little more about modding...
- Sun Aug 09, 2015 6:11 pm
- Forum: Ideas and Suggestions
- Topic: More aggressive and advanced biter expansion
- Replies: 3
- Views: 1711
Re: More aggressive and advanced biter expansion
I would like to see biters be more aggressive and proactive with their expansion, both in building new nests and improving existing ones. Giving either biters or spitters the ability to construct living walls and grow more worms would make it more difficult to attack the larger, more entrenched bit...
- Sun Aug 09, 2015 1:22 am
- Forum: Ideas and Suggestions
- Topic: IDEA: for save mode game files
- Replies: 4
- Views: 1221
Re: IDEA: for save mode game files
Makes sense to me. I can't think of any reason I'd intentionally save one world over another.
Maybe one save over a different save from the same world, but never different ones.
Maybe one save over a different save from the same world, but never different ones.