Search found 30 matches

by goertzenator
Fri Dec 04, 2015 6:45 pm
Forum: News
Topic: Friday Facts #115 - The power switch
Replies: 66
Views: 57581

Re: Friday Facts #115 - The power switch

A few ideas to increase compile speed: 1. Turn down optimization levels. Optimizing away templates takes a lot of grunt. 2. Try clang for faster test builds (http://www.phoronix.com/scan.php?page=news_item&px=mtgznde) 3. Rent a big computer in the cloud. AWS has 36 core computers with 60G RAM fo...
by goertzenator
Mon Nov 23, 2015 3:59 pm
Forum: News
Topic: Friday Facts #113 - Better rail building
Replies: 96
Views: 64566

Re: Friday Facts #113 - Better rail building

For the pre-robot game I'd love to have a "build ghosts" button that constructs all ghost objects within the players build radius with items from his/her inventory. In other words, it works like a very short range manually-activated personal roboport. This way you don't need a manual rail ...
by goertzenator
Sat Nov 07, 2015 3:49 am
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 68715

Re: Friday Facts #111 - Long term plans

I'm not sad to see that particular endgame go away, but I think we do need a better endgame than we have right now. Maybe something like building a number of expensive atmosphere processors that must be at least X km from each other . This is simple in that it leverages existing game mechanics but c...
by goertzenator
Fri Jul 11, 2014 5:16 pm
Forum: News
Topic: Friday Facts #42
Replies: 30
Views: 26742

Re: Friday Facts #42

If all shadows were removed from the game and nobody told me, I doubt I would ever notice.
by goertzenator
Thu Jul 03, 2014 3:27 am
Forum: Mods
Topic: [MOD 0.10.0] Variant Resource Spawning v0.0.2
Replies: 14
Views: 21047

Re: [MOD 0.10.0] Variant Resource Spawning v0.0.2

This is exactly the mod I have been looking for, thank you! It's great to drive for minutes at a time and not run into a biter base. This is a whole new factorio. For you newcomers, here is a screenshot of what this mod does to your map. I started near small patches of coal, stone, iron and copper a...
by goertzenator
Sat Jun 07, 2014 1:43 am
Forum: Ideas and Suggestions
Topic: Accumulators in MJ
Replies: 24
Views: 19104

Re: Accumulators in MJ

One addition to that. The numbers must be wrong. I got 250MJ capacity, that's 0.069MWh. In the energy tab, the whole night the accumulators "gave" 1-2MW. That can't be right. Expressing in joules works out pretty good for Factorio as the night is only a few minutes long. Divide joules by ...
by goertzenator
Fri Jun 06, 2014 4:03 pm
Forum: Ideas and Suggestions
Topic: Placing pipes next to each other
Replies: 29
Views: 15493

pipe and belt autoconnect

Someone in the general section was just complaining about not being able to run parallel pipes and it got me thinking about a solution: 1. Shift-Right-click on an existing pipe you want to connect to. This selects the pipe as the "context pipe." 2. Place a new pipe beside the context pipe....
by goertzenator
Wed May 28, 2014 4:18 pm
Forum: General discussion
Topic: I can't play this game anymore
Replies: 9
Views: 6155

Re: I can't play this game anymore

tralala wrote:Except logistic bots. Once you get them the game looses a lot of appeal (my opinion).
I know what you mean. I think the bots should have an overlap limit after which they need to start moving around each other. This preserves their flexibility but puts limits on throughput.
by goertzenator
Wed May 28, 2014 4:11 pm
Forum: Ideas and Suggestions
Topic: Pipe gratewalk / Catwalks
Replies: 7
Views: 3974

Re: Pipe gratewalk

I'd love to see periodic automatic bridges, just like there are periodic automatic windows.
by goertzenator
Mon May 26, 2014 6:45 pm
Forum: General discussion
Topic: Tech Tree nonsense
Replies: 7
Views: 4200

Re: Tech Tree nonsense

A research queue would be nice so you don't have to keep thinking about which techs you want. If you have a research queue, maybe you could double click on an item and all the prerequisite techs and subcomponent techs queue up for you automatically.
by goertzenator
Fri May 23, 2014 2:15 pm
Forum: Ideas and Suggestions
Topic: Rocketry and Asteroid Mining
Replies: 7
Views: 5661

Re: Rocketry and Asteroid Mining

...but having grown up in Florida and having made many trips to Cape Canaveral... I am insanely jealous. When my kids are old enough to go to Disneyworld there will be a mandatory detour to Cape Canaveral. :) For Factorio I don't think you would need to look beyond RP-1, hydrogen, and oxygen. These...
by goertzenator
Fri May 23, 2014 3:26 am
Forum: Ideas and Suggestions
Topic: Rocketry and Asteroid Mining
Replies: 7
Views: 5661

Re: Rocketry and Asteroid Mining

Related rocket ideas here: https://forums.factorio.com/forum/viewtopic.php?f=6&t=2451&p=18004&hilit=rocket+export#p18004 I'm a rocket nerd and can't let the fuel comments slide: Kerosene and hydrogen are common liquid rocket fuels and are derived from oil. There are additional ways to ge...
by goertzenator
Tue May 20, 2014 1:41 pm
Forum: Spread the Word
Topic: Notch Mentioned Factorio on Twitter
Replies: 14
Views: 34872

Re: Notch Mentioned Factorio on Twitter

metzyn wrote:Notch (Minecraft creator) just mentioned Factorio on Twitter about a half hour ago. Get ready for Factorio to skyrocket.
https://twitter.com/notch/status/468691534024830976
Notch has 1.6M followers. That is some nice exposure!
by goertzenator
Mon May 19, 2014 3:30 am
Forum: Ideas and Suggestions
Topic: integrating the "alt-mode" into the default graphics
Replies: 39
Views: 10498

Re: integrating the "alt-mode" into the default graphics

As I've already heared. The game is intended that you can see what is going on. That is one reason why you can't build curves under the ground, and I like it. But I don't see a reason why I should not see what a factory is intended to produce. Why not adding a permanent sign to the factory that sho...
by goertzenator
Thu May 15, 2014 1:46 am
Forum: Ideas and Suggestions
Topic: conveyor and pipe path highlighting
Replies: 7
Views: 3380

Re: conveyor and pipe path highlighting

A picture is worth a 1000 words, so here is what I mean:
fact_route_highlight.jpg
fact_route_highlight.jpg (83.34 KiB) Viewed 3259 times
Hover the mouse over a belt and all connected belts highlight.
by goertzenator
Wed May 14, 2014 3:57 pm
Forum: General discussion
Topic: Underground transit map
Replies: 13
Views: 5707

Re: Underground transit map

Then I guess you will be surprised to find out that not all of your factory is visible at all times. You can never see the underground portions. Only the parts that stick out. What I mean is that the current underground limits end up giving you simple visual cues of what is going on underground wit...
by goertzenator
Wed May 14, 2014 1:51 pm
Forum: Ideas and Suggestions
Topic: conveyor and pipe path highlighting
Replies: 7
Views: 3380

conveyor and pipe path highlighting

In ALT-mode when hovering the mouse over a pipe or conveyor belt, all connected pipes/belts should highlight with a yellow outline. In tangled networks, especially networks with a lot of underground sections, it takes a fair bit of mental effort to follow the route. This would be a great tool for ve...
by goertzenator
Wed May 14, 2014 3:53 am
Forum: General discussion
Topic: Underground transit map
Replies: 13
Views: 5707

Re: Underground transit map

Having your whole factory always visible in a single layer is one of Factorio's great features. Everything is always right there; nothing is hidden. Factorio will lose a certain something if that is taken away. Not everyone can or is willing to make the cognitive leap to multiple layers. I think the...
by goertzenator
Tue May 13, 2014 9:04 pm
Forum: General discussion
Topic: Can trees be replanted?
Replies: 12
Views: 5972

Re: Can trees be replanted?

undeadnightorc wrote:I actually want the opposite, a machine that automatically cuts all the trees around me :D

Driving is such a pain when you have forests everywhere, lol.

The combat shotgun will cut a road through a forest in no time. 8-)

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