Search found 196 matches

by FasterJump
Fri Nov 30, 2018 9:34 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 51692

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Can't wait to see the new fluid system! I hope it's behavior will be realistic enough.

And I hope that fluids (water and steam) won't be the bottleneck of nuclear setups anymore!

My 1k spm base with screenshots, blueprints and save game
by FasterJump
Mon Nov 26, 2018 5:29 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 39893

Re: Friday Facts #270 - HR Substation & Save/Load overview

I know that chunks that are far away (and no polluted) are inactive (frozen) to save fps. Would it be possible to delete specific chunks automatically, to save map size? Like a chunk where no nest was destroyed and no ore mined. The minimap stays updated, but the chunk is deleted as soon as the fog ...
by FasterJump
Fri Nov 23, 2018 7:58 am
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 85340

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

I love all the changes, but I didn't see anyone mentioning the biggest problem I've always had with underneathies, which is that the "in" end looks too similar to tho "out" end. When zoomed out, and in a factory with a two-sided main bus, it can be hard to spot sometimes. My sug...
by FasterJump
Wed Nov 21, 2018 12:50 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 85340

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

There's been few posts about underneath circular belts. This request makes sense, but I think it makes more sense to not implement it. IMHO circular belts are ok because: In-game reason : The player has a process for building belts. He don't bother creating a new recipe that save a fraction of 1 iro...
by FasterJump
Tue Nov 20, 2018 5:43 am
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 85340

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Yes. It was a glitch, but they turned it into a feature to troll everyone for eternity because it was an useful glitch.

By the way, I think they want to have the 2 different spites (one being the side openned) to preserve the glitch/hidden aspect (glitchs are fun!)
by FasterJump
Mon Nov 19, 2018 4:48 am
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 85340

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Few thoughs about the new belt height :idea: Am I the only one who feels weird about the angle on belts? I immediately looked at them and said "I can see too much of the side". [...] Some of my thoughts if you'll have them regarding the belts: [*18 px] They do look to be too tall now. Inse...
by FasterJump
Sun Nov 18, 2018 6:22 am
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 85340

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

1) Happy to see your great work about belt perspective + belt endings spites + new HD res. Can't wait to see how these (massives?) new belts renders ingame, sounds promising! 2) Fluid optimisations: so you have a work in progress about this? Would be nice to get few clues about the approach you chos...
by FasterJump
Fri Oct 19, 2018 3:11 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 55371

Re: Friday Facts #265 - Nomenclature & Steam networking

An example of what I would say:
-I craft 10 assemblers
-To build an assembly line I place each assembler
-To destroy an assembly line I remove each assembler
-A player press F to pick up items
by FasterJump
Sun Sep 23, 2018 11:24 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 41587

Re: Friday Facts #261 - Performance + New player interaction

I suggest/approve few things that others may have already said: -a "give me a hint!" button -a button available at the end of a "mission"/"map" that open a list of what you learnt in this part of the campaign/tutorial. This button could be named something like "Rev...
by FasterJump
Tue Sep 18, 2018 3:02 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 118673

Re: Friday Facts #260 - New fluid system

I think we can classify the models into 2 categories: Level based: in these models, the surface pressure is always the atmospheric pressure. -Reals aqueducts and rivers -Current factorio model -Dominik model -TheYeast model   Pressure based: the "roof" of the pipe allow to have highter pre...
by FasterJump
Sat Sep 15, 2018 11:54 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 118673

Re: Friday Facts #260 - New fluid system

Sources and drains: A source would just impose a positive pressure, and a drain would be a point of zero pressure. Although I like your model a lot, I think I disagree with this part. Let's say you have a high pressure in your water pipes in your house. Open your faucet valve in your kitchen. The p...
by FasterJump
Sat Sep 15, 2018 1:05 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 118673

Re: Friday Facts #260 - New fluid system

I may have taken inspiration in previous posts, including yours :) You're right, I ignored the pipe throughput limitations. But: - I think pipes that have a diameter of 1 meter should have a very high throughput - Maybe a limitation could be added, if this gameplay mechanic is judged essential in th...
by FasterJump
Sat Sep 15, 2018 12:21 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 118673

Re: Friday Facts #260 - New fluid system

But what if the demand exceeds the production? No worries, we can calculate how much fluid each drain gets. In this example, each drain have a high demand, but the supply network doesn't provide enough. pipe_circuit_3.png The "faucet valve" of the drain is wide open, pressure is null. Sorr...
by FasterJump
Sat Sep 15, 2018 12:21 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 118673

Re: Friday Facts #260 - New fluid system

I think that using the electric network is a good idea. I propose a model based on real life water piping, the one you have in your houses. This allows to get rid of water "level" and use only pressure as variable. Each source (ex offshore pump) works as a power source that has a fixed ten...
by FasterJump
Sun Jul 01, 2018 11:20 am
Forum: Show your Creations
Topic: [0.16] / [0.18] My 1000 science per minute casual "megabase"
Replies: 10
Views: 22961

Re: My 1000 science per minute casual "megabase"

Thanks for your feedback! I agree that the train system is not optimal. It works for 1000 spm but it probably wouldn't for 1500+ spm. I could have made a better separation between iron and copper areas, and used either a 4way network or another parallel 2way line, so special trains like rocket fuel,...
by FasterJump
Sat Jun 16, 2018 4:37 pm
Forum: Ideas and Suggestions
Topic: Cargo aircraft as a new logistic option
Replies: 8
Views: 4060

Re: Cargo aircraft as a new logistic option

There is already a "small plane" in the old campaign. Unfortunately the recipe is not available in normal modes. Would have been so good to explore the map. Even better than a spidertron, in my opinion.
So, please make plans for the plane so we can make the plane and plan our expansion.
by FasterJump
Sat Jun 16, 2018 4:08 pm
Forum: Ideas and Suggestions
Topic: Quality of Life: Allow for Tree/Stone Hand mining
Replies: 1
Views: 946

Re: Quality of Life: Allow for Tree/Stone Hand mining

That would be useful. Sometimes I don't want to press shift to force a blueprint, because is there is an obstacle like a power pole, the blueprint would be constructed anyway and i wouldn't know about the obstacle. So manually mining that tree to click the blueprint and see it perfectly fit would sa...
by FasterJump
Sat Jun 16, 2018 3:50 pm
Forum: Ideas and Suggestions
Topic: Power to the Belts
Replies: 9
Views: 2085

Re: Power to the Belts

Cons:
-annoying in early game
-you'd need only 1 power pole to fuel your main bus, it doesn't add interesting gameplay
-belt doesn't need nerfs

You can imagine that Stirling engines are included in belt, making it move due to the difference of temperature between the air and the ground.
by FasterJump
Wed Jun 13, 2018 6:53 pm
Forum: Show your Creations
Topic: [0.16] / [0.18] My 1000 science per minute casual "megabase"
Replies: 10
Views: 22961

Re: My 1000 science per minute casual "megabase"

I built 1 bootstrap base for early science, then I tried to build stuff directly at their final location. I don't recommend it though. I think I should have built a good bootstrap base at another location, so I could have kept it while building the 1rpm one. It would have be big enough to research n...
by FasterJump
Mon Jun 11, 2018 10:07 pm
Forum: Show your Creations
Topic: [0.16] / [0.18] My 1000 science per minute casual "megabase"
Replies: 10
Views: 22961

Re: My 1000 science per minute casual "megabase"

Thanks for your feedback! Here is the screenshot of the sunflowers: solar.png The ratio is 96 solar panels for 104 accumulators. It's not a problem for me since accus are much cheaper than solar, and useful for energy buffering from all sources. About green circuits, I had 2 goals when I designed it...

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