1.21 Gigabytes. Great Scott!
Search found 178 matches
- Mon Sep 15, 2014 8:02 am
- Forum: General discussion
- Topic: How big is your save game folder?
- Replies: 13
- Views: 5749
- Mon Sep 15, 2014 7:57 am
- Forum: Resolved Problems and Bugs
- Topic: [All versions] [kovarex] Removing walls above resources
- Replies: 50
- Views: 35649
Re: Removing walls above resources
Nice to see this idea brought back from the dead but I'm not sure why it has been stickied...?
- Mon Sep 15, 2014 7:51 am
- Forum: Ideas and Suggestions
- Topic: Suggestion about inserters
- Replies: 8
- Views: 3168
Re: Suggestion about inserters
@OP I'll be honest and say I didn't read your whole post. But I have read a number of posts like this. The general idea is: a device (inserter, logistics drone, chest, whatever) has some basic, hard-coded functionality which results in certain behavioural traits, such as inserters preferring to take...
- Wed Sep 03, 2014 2:45 pm
- Forum: Gameplay Help
- Topic: How do you build a filter?
- Replies: 8
- Views: 9490
Re: How do you build a filter?
@TenNeon I would say it's not strictly possible to create a filter/sorter that meets the requirements you've set out. Smart Inserters use a whitelist and there's no blacklist functionality in the game. Consequently, any mechanism simulating a blacklist by taking the complement of the whitelist is vu...
- Wed Sep 03, 2014 12:42 pm
- Forum: Ideas and Suggestions
- Topic: Solid lubricant and portable water production
- Replies: 6
- Views: 4377
Re: Solid lubricant and portable water production
I agree with arl85 on the challenge of the game aspect. The oil industry is initially daunting but once you understand the whole system it's painfully easy. I'd rather see new challenges added than existing challenges made easier. Besides, lubricant is basically only needed for drones and express be...
- Wed Sep 03, 2014 12:14 pm
- Forum: Ideas and Suggestions
- Topic: Chest unload logistic
- Replies: 6
- Views: 3129
Re: Chest unload logistic
@paschn I would like to see this behaviour added but I'm doubtful the devs will go for it. IMHO the best work-around is to manually remove the supplying inserter until the chest is completely emptied. Then, when you notice your factory has ground to a halt because the box is empty, you put the suppl...
- Mon Sep 01, 2014 6:40 am
- Forum: Ideas and Suggestions
- Topic: Liquid splitter
- Replies: 14
- Views: 8324
Re: Liquid splitter
This can be done using two pumps. In the picture below, both storage tanks fill equally. http://i.imgur.com/glkmZFE.png Edit: Didn't see the second page of posts before I replied... Pumps don't split evenly, they pull all the fluid up to a fixed amount (0.5 'units'). The problem with that is most fl...
- Mon Sep 01, 2014 6:23 am
- Forum: Ideas and Suggestions
- Topic: new splitter / slider idea
- Replies: 6
- Views: 3420
Re: new splitter / slider idea
Weigh the cost of adding 9 new game objects (RHS, LHS, Balancer @ Normal, Fast and Express) against the fact that we can already achieve these outcomes with a small number of belts. This is absolutely not needed in the base game. If you want to make this as a mod, feel free. If you don't want to mak...
- Sun Aug 31, 2014 2:09 pm
- Forum: Implemented Suggestions
- Topic: Always keep one in Storage Chest
- Replies: 6
- Views: 2614
Re: Always keep one in Storage Chest
@SHiRKiT
Hey, can you explain the problem more clearly? I don't understand how that solution will help.
Hey, can you explain the problem more clearly? I don't understand how that solution will help.
- Wed Aug 20, 2014 3:52 am
- Forum: General discussion
- Topic: Can I truly trust these developers?
- Replies: 21
- Views: 7016
Re: Can I truly trust these developers?
OPs comments suggest he is considering purchasing the game based on what it eventually might become rather than what it currently is. There is no way to guarantee this, even if the developers have the best of intentions. My advice is that you buy the game based on what it currently is. In my opinion...
- Mon Aug 18, 2014 8:19 am
- Forum: Implemented Suggestions
- Topic: Barrels as universal liquid containers/Barreling all fluids
- Replies: 11
- Views: 6135
Re: Barrels as universal liquid containers
+1
I'm sure this has been requested and discussed before but I'm damned if I can find other posts about it. If anybody can find some I'll add this to the frequently suggested ideas.
I'm sure this has been requested and discussed before but I'm damned if I can find other posts about it. If anybody can find some I'll add this to the frequently suggested ideas.
- Mon Aug 11, 2014 7:47 am
- Forum: General discussion
- Topic: Inserter Power Efficiency
- Replies: 6
- Views: 10141
Re: Inserter Power Efficiency
Those results... this seems strange to the point of asking: is this "working as designed"?
- Sun Aug 10, 2014 12:19 pm
- Forum: Ideas and Suggestions
- Topic: Outpost logistics
- Replies: 25
- Views: 19481
Re: Outpost logistics
Khyron, that are very good suggestions. Thanks, ssilk :) Those suggestions I think others have made (nothing new around here :lol: ) and they're also just evolutionary ideas rather than revolutionary. Not sure which I'd prefer. For now, those ideas would satisfy me. With the power: You can place bi...
- Sun Aug 10, 2014 11:48 am
- Forum: Implemented Suggestions
- Topic: Filtered deconstruction
- Replies: 5
- Views: 3251
Re: Filtered deconstruction
+1 this could be great.
Especially if there was an option to only deconstruct things within current roboport range. I hate seeing trees outside roboport range with the red x... I feel compelled to go cut them down by hand >_<
Especially if there was an option to only deconstruct things within current roboport range. I hate seeing trees outside roboport range with the red x... I feel compelled to go cut them down by hand >_<
- Sun Aug 10, 2014 5:53 am
- Forum: Ideas and Suggestions
- Topic: Outpost logistics
- Replies: 25
- Views: 19481
Re: Outpost logistics
The way I currently handle new outposts is to take everything I need, travel by car and the first thing I build is the roboport. I usually throw down a few solar/accu sets to power the robo. Then I clear forest with the robo. After that I expand the solar/accu array with robos. I tend to build minin...
- Fri Aug 08, 2014 4:23 pm
- Forum: Gameplay Help
- Topic: Logistics Network/Robots needs new priorities
- Replies: 13
- Views: 6097
Re: Logistics Network/Robots needs new priorities
@Sharidan
It would be strange if you took all that time doing testing and then all that time writing out those massive forum posts to quickly dismiss any answers given to you.
It would be strange if you took all that time doing testing and then all that time writing out those massive forum posts to quickly dismiss any answers given to you.
- Fri Aug 08, 2014 3:40 pm
- Forum: Gameplay Help
- Topic: Logistics Network/Robots needs new priorities
- Replies: 13
- Views: 6097
Re: Logistics Network/Robots needs new priorities
@Sharidan I'm not sure if that was for me, but my suggestion does not include the use of red/green wires. Edit: The major problem with the robots / chests in their current design is how they choose which chest to pickup items from. I think I disagree at a philosophical level. I would prefer drones c...
- Fri Aug 08, 2014 3:16 pm
- Forum: Gameplay Help
- Topic: Logistics Network/Robots needs new priorities
- Replies: 13
- Views: 6097
Re: Logistics Network/Robots needs new priorities
Problem: Overproduction caused by logistics network / logistics / construction robots choosing to pickup from production provider chests, rather than picking up from storage chests. Solution: Use smart inserter to throttle the production of items entering the logistics network. Result: I now have s...
- Tue Aug 05, 2014 9:50 pm
- Forum: Ideas and Suggestions
- Topic: Connecting two chest for ignoring a request
- Replies: 39
- Views: 15205
Re: Connecting two chest for ignoring a request
Sorry Josh, I thought you were deliberately being cheeky. It wasn't my intention to upset you. I'll try and clear up a few things. In my mind there are only four things the logistics network does for you: Bring items to the player Bring items to assembly machines Build/rebuild/deconstruct sections o...
- Tue Aug 05, 2014 2:41 pm
- Forum: Ideas and Suggestions
- Topic: Connecting two chest for ignoring a request
- Replies: 39
- Views: 15205
Re: Connecting two chest for ignoring a request
The biggest problems that come to mind: the false sum of items for the logistic info in smart inserters. If they are delivered to a requester at the border, they are not visible anymore. The internal logistic has to be finetuned every time a new small logistic network is set up f.e. multiple solar ...