Search found 368 matches

by Garm
Mon Dec 29, 2014 11:13 pm
Forum: Show your Creations
Topic: Humble beginning..
Replies: 10
Views: 8679

Re: Humble beginning..

7500 for main metals (iron, copper) and their ore equivalents for unloading purposes only. I might go for 10k+ at the main factory but i think that would be overkill. I haven't seen any decent roboport factories that can continuously consume such numbers. Due to robot recharge rate you would need lu...
by Garm
Mon Dec 29, 2014 9:48 pm
Forum: Show your Creations
Topic: Humble beginning..
Replies: 10
Views: 8679

Re: Humble beginning..

Well "main bus idea" is something i've been using for a year and a half playing this game. Secondly at throughput like these (i expect 3 express lines to be at maximum density which is ~7500 items/minute) it is impossible to use anything else as roboports start to lag the game down at such...
by Garm
Mon Dec 29, 2014 9:11 pm
Forum: Show your Creations
Topic: Humble beginning..
Replies: 10
Views: 8679

Humble beginning..

...Of my main processing facility
Belt layout
Bonus points for figuring out belt pattern and reason :P
by Garm
Mon Dec 29, 2014 9:44 am
Forum: Gameplay Help
Topic: What to do with oil?
Replies: 11
Views: 18113

Re: What to do with oil?

Advanced is enough
by Garm
Mon Dec 29, 2014 8:05 am
Forum: General discussion
Topic: On biter difficulty
Replies: 9
Views: 4268

Re: On biter difficulty

I've actually killed a ton of biters with one tank and poison capsules for worms.


In fact it is the end game combat, that feels grindy for me. almost no feeling slow end tedious eradication.
by Garm
Mon Dec 29, 2014 12:57 am
Forum: Gameplay Help
Topic: Are double-signals ever useful? Do they ever make sense?
Replies: 9
Views: 3495

Re: Are double-signals ever useful? Do they ever make sense?

What i am using is more like your second example. Essentially my main rail network is fully segmented one-way system, but if need arises i simply branch both lines, merge them and use it as two way branch. Is is possible to have multiple trains per two-way line, if you put down signals carefully, bu...
by Garm
Sun Dec 28, 2014 8:03 pm
Forum: Gameplay Help
Topic: Are double-signals ever useful? Do they ever make sense?
Replies: 9
Views: 3495

Re: Are double-signals ever useful? Do they ever make sense?

Currently i am building a large rail network. main body of the network is one-way, however for construction purposes, as well as easy transportation I tend to build two-way dead ends with stations, for my 2-engine taxi.
by Garm
Sun Dec 28, 2014 6:05 pm
Forum: News
Topic: Friday Facts #66 - Merry christmas
Replies: 69
Views: 45848

Re: Friday Facts #66 - Merry christmas

With addition of all these new controls please consider the current cable system. Current designs are buried underneath the web of red and green wires, please make a bit more organized as well. Maybe use poles for long distance wiring and some ground wiring for local stuff. (terraria-like? who know...
by Garm
Sun Dec 28, 2014 9:01 am
Forum: News
Topic: Friday Facts #66 - Merry christmas
Replies: 69
Views: 45848

Re: Friday Facts #66 - Merry christmas

With addition of all these new controls please consider the current cable system. Current designs are buried underneath the web of red and green wires, please make a bit more organized as well. Maybe use poles for long distance wiring and some ground wiring for local stuff. (terraria-like? who knows)
by Garm
Sun Dec 28, 2014 8:22 am
Forum: General discussion
Topic: So i've decided to expand...
Replies: 2
Views: 1228

Re: So i've decided to expand...

Vanilla world, normal spawns. The cleared area was rather....extensive as i am going to construct humongous factory there which will accept mostly freight trains (5 engines + 25 wagons)
by Garm
Sat Dec 27, 2014 11:14 pm
Forum: General discussion
Topic: So i've decided to expand...
Replies: 2
Views: 1228

So i've decided to expand...

Image


...Suffice to say I wont have problem making module 3 anymore...
by Garm
Sat Dec 27, 2014 10:48 pm
Forum: General discussion
Topic: Automatic mining bases expansion (or eliminating the need)
Replies: 31
Views: 20365

Re: Automatic mining bases expansion (or eliminating the nee

I think this might've been better in suggestions 1 is definitive no factorio will become waiting game. 2 I dont see how it will benefit the game? It would still need power supply and if you are using solars you might as well just travel to the location drop some solars + roboport and deploy the blue...
by Garm
Sat Dec 27, 2014 1:03 am
Forum: Ideas and Suggestions
Topic: Item Weight
Replies: 54
Views: 19135

Re: Large and Heavy items

My opinion: As long, as this adds only complexity instead of some kind of new gameplay, I think it is not a clever idea. But as I see it currently, it adds only complexity and problems. Things which are currently easy and straight through must be thought around the edge to solve them. For example t...
by Garm
Tue Dec 23, 2014 2:30 am
Forum: Ideas and Suggestions
Topic: Item Weight
Replies: 54
Views: 19135

Re: Large and Heavy items

Sorry, but I have problems to understand, what that will bring for the gameplay. :) - Additional scale for challenge. Currently challenge is defined in game only by # or resources and # of biters which usually ends up making game grindier, not challenging. This design could be used for optional str...
by Garm
Sun Dec 21, 2014 5:58 pm
Forum: Ideas and Suggestions
Topic: Item Weight
Replies: 54
Views: 19135

Re: Large and Heavy items

I would like to point out however, that this is not about realism. While ability to carry hundreds of buildings and tanks seems dubious to me I understand that some sacrifices needs to be made or the game wont be enjoyable to play. The main reason I want this implemented is different complexity curv...
by Garm
Sun Dec 21, 2014 7:26 am
Forum: Ideas and Suggestions
Topic: Item Weight
Replies: 54
Views: 19135

Re: Large and Heavy items

Not exactly ssilk.

These suggestions are about assembly line construction.

My suggestion is not about that at all, it can be implemented as assembly system but the main point of this concept is complete player/robot/belt inability to craft and move such items thus introducing a logistical challenge.
by Garm
Sun Dec 21, 2014 4:21 am
Forum: Ideas and Suggestions
Topic: Item Weight
Replies: 54
Views: 19135

Re: Large and Heavy items

Ill keep the colour in mind in the future. I came up with this idea while playing in challenge mode (Player has no defense and minimum of weaponry, can only use cars, tanks, and turrets) The lack of exosuits actually forced me to drastically change the way I construct my bases. They are more friendl...
by Garm
Sun Dec 21, 2014 3:52 am
Forum: Ideas and Suggestions
Topic: Item Weight
Replies: 54
Views: 19135

Re: Large and Heavy items

Fixed.
by Garm
Sun Dec 21, 2014 3:03 am
Forum: Ideas and Suggestions
Topic: Item Weight
Replies: 54
Views: 19135

Large and Heavy items

Idea Concept is simple: Items that are so large, or heavy, that they cannot be transported by any current means (Player inventory; robots; inserters; belts) These items need to be constructed at their final destination, or require significant infrastructure to move them around. Anything made from t...
by Garm
Mon Dec 15, 2014 6:19 am
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 35540

Re: Removing walls above resources

Multiple tool suggestion sounds quite plausible:

- keep 2 existing tools as is (maybe change the names)
- add "advanced" tools that only do one task but do it better than current steel axe (by a bit)

Go to advanced search