Search found 74 matches
- Thu Aug 21, 2014 7:11 pm
- Forum: General discussion
- Topic: Dumbest way to take out a spawner
- Replies: 11
- Views: 5505
Re: Dumbest way to take out a spawner
if you are a billionaire about to finish your game, then i have a suggestion, make a train track around a bunch of bitter spawners, then put a bunch a trains on it and set up 2 stations and set wait time to zero,then set the trains to automatic and get out of the circle. then get the bitters attrac...
- Tue Aug 19, 2014 11:04 pm
- Forum: General discussion
- Topic: New and need some information about factorio
- Replies: 6
- Views: 2479
Re: New and need some information about factorio
Hello? I am still curious what the graphics wiki and concept art book are exactly. And are the missions in tier two going to be in the final product regardless of which one you buy now? Here's some info from the membership page. Concept art book Your membership tier includes download of our concept...
- Tue Aug 19, 2014 4:51 am
- Forum: Combinator Creations
- Topic: Control Drone Ration with single "Logic Gate" (Combinator Free!)
- Replies: 22
- Views: 12929
Re: Control Drone Ration with single "Logic Gate"
Unfortunately u need to make changes in both the output inserters and in the logic gate but i consider this to be a small price to pay for a more compact and simpler design. Having just got around to setting this up, I've got a pretty easy way to remember what to change the settings to depending on...
- Mon Aug 18, 2014 9:11 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The Romanesque Factory
- Replies: 13
- Views: 9447
Re: The Romanesque Factory
I agree, it looks awesome. I just have one question about your stations, they seem to be located in a lot of cases on the mainline itself instead of a siding, and sometimes you have two stops behind each other on the same track. Doesn't that give problems or anything? With a judicious use of rail s...
- Mon Aug 18, 2014 8:37 am
- Forum: Show your Creations
- Topic: Station!!
- Replies: 13
- Views: 15403
Re: Station!!
I had a limited space to build my station so I didn't do anything complicated. I'll eventually be upgrading the stops at this station to handle 4 wagon trains, but such has not been required up till now. With that said, I've built up my rail network to enable bringing online a number of new mining o...
- Mon Aug 18, 2014 4:17 am
- Forum: Mods
- Topic: [MOD 0.10.x] Liquid Station Mod
- Replies: 30
- Views: 57568
Re: [MOD 0.10.x] Liquid Station Mod
Mostly as a matter of consistency, I'd prefer a version which used the same Assembly Machine as the game's default Crude Oil filling/emptying station. Just seems like something the devs should have added when they added Fluid Handling to the game, so that you could barrel any liquid for long range t...
- Sun Aug 17, 2014 8:00 am
- Forum: Combinator Creations
- Topic: Control Drone Ration with single "Logic Gate" (Combinator Free!)
- Replies: 22
- Views: 12929
Re: Control Drone Ration with single "Logic Gate"
This looks very interesting. A much simpler and compact design if I understand how each of the smart inserters works. I presume it can be adjusted based on the ratio desired, for instance 3:2 (or perhaps 5:4) Logistics:Construction?
- Sun Aug 17, 2014 7:48 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The Romanesque Factory
- Replies: 13
- Views: 9447
Re: The Romanesque Factory
Here's a pieced together look at the factory. Click the picture for a larger (1776x2446) version. For those wondering where the Blue Science is, as had been briefly mentioned in the first post, a smart inserter configuration error led to a near full chest of Blue Science Packs. I had close to 5000 a...
- Sat Aug 16, 2014 6:23 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The Romanesque Factory
- Replies: 13
- Views: 9447
Re: The Romanesque Factory
This is glorious! All my work with trains pales in comparison to this! I'm going to go right now and start massively upgrading my stations. My hope is to build a shunting yard that I can actually make use of, but I think until we get multiplayer and we have different players specialising and needin...
- Fri Aug 15, 2014 8:45 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The Romanesque Factory
- Replies: 13
- Views: 9447
The Romanesque Factory
http://www.sbroadbent.net/gaming/files/factorio/map.png This factory is what I've been working on. I've put currently over 110 hours into it, though most of that time has probably been spent idling as well as fighting biters to expand the territory. I had a pretty nice starting area, pretty well su...
- Fri Aug 15, 2014 6:22 am
- Forum: Show your Creations
- Topic: My scalable creations
- Replies: 7
- Views: 5324
Re: My scalable creations
Hello builder, Nirahiel here. The red science This thing can be scaled upward, I placed down two of it just to show you how you can replicate it. Tell me what you think :) One Gear Factory should be able to supply enough gears for at least 10 Red Science factories given that Gears take .5 to build,...
- Fri Aug 08, 2014 4:03 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219290
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
I've apparently not posted enough on here to be able to PM, but I do have a good one-root wrote:Just a quick note to thank everyone who has been sending me PM's with prank ideas, keep them coming!
- Sun May 25, 2014 6:14 am
- Forum: Show your Creations
- Topic: Flask production Tier 1 and Tier 2
- Replies: 29
- Views: 24694
Re: Flask production Tier 1 and Tier 2
A few comments. I like the idea of using a cargo wagon as a means by which to store items and materials. Unlike a chest which can only be accessed by up to 1 inserter per side, the cargo wagon can be accessed by as many as can fit around it. Regarding Topas and Sparr's combined Science 1-4 factories...
- Fri May 09, 2014 12:32 am
- Forum: Show your Creations
- Topic: Flask production Tier 1 and Tier 2
- Replies: 29
- Views: 24694
Re: Flask production Tier 1 and Tier 2
The only thing I would change about the Tier 2 production setup (in the first picture) is to have the inserters or transport belts output to the right of the factory, running a belt down the right side under the Electronic Circuits (moving the Science Pack 2 production down one tile) into the origin...