Search found 201 matches
- Thu May 26, 2016 10:45 pm
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 19459
Re: Game FPS at End game
I just want to point out that the frequency is mostly irrelevant when comparing processors. The amount of work during a cycle varies between processor families. I don't want to see people purchasing something with a very high clock speed, but poor real world performance. Please look up benchmarks wh...
- Thu May 26, 2016 10:16 pm
- Forum: General discussion
- Topic: Outpost Supplies - Help Needed
- Replies: 17
- Views: 6912
Re: Outpost Supplies - Help Needed
A low tech solution is to filter your cargo wagons. I do this with my oil bases. I will filter some number of slots for Coal, and split the rest between plastic and sulfur. Then i use smart inserters for unloading so everything goes (or doesn't go) where I need it. In your case maybe you want 2 Slo...
- Thu May 26, 2016 3:59 pm
- Forum: General discussion
- Topic: Accidentally Overwrote my Save
- Replies: 13
- Views: 9731
Re: Accidentally Overwrote my Save
It's actually a reasonable suggestion to check before overwriting. I'm not sure what would be simplest in Factorio's code, but it could give an 'are you sure?' dialog if the world seed is different. Would probably catch most cases. As always, it's up to the Dev's to decide if it's worth the trouble.
- Fri May 20, 2016 9:46 pm
- Forum: General discussion
- Topic: FF. Peer 2 Peer was removed
- Replies: 4
- Views: 2127
Re: FF. Peer 2 Peer was removed
No, the game still needs to run in perfect lockstep to maintain determinism. Each client still runs the entire game.
The only difference is that clients don't send each other messages. They send to the server, then the server forwards to the other clients.
The only difference is that clients don't send each other messages. They send to the server, then the server forwards to the other clients.
- Fri May 06, 2016 6:06 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 72120
Re: Friday Facts #137 - The release scarecrow
I guess the one thing I really dislike about the inserter stack size nerf is that it makes the Long-Handed inserter useless. It might as well be removed, because the number of places it can serve any function is close to zero. You never pick up or place items on a belt with long inserters? You neve...
- Tue May 03, 2016 5:16 pm
- Forum: Not a bug
- Topic: [0.12.29] Trains Stops/Rails Not Showing On Map
- Replies: 9
- Views: 4165
Re: [0.12.29] [Pending] Trains Stops/Rails Not Showing On Map
This is a result of the Natural Evolution Enemies mod. It places the rails and stations on the biter's force, so they don't attack them. Not showing in the map is a side effect.
- Fri Apr 29, 2016 10:04 pm
- Forum: News
- Topic: Friday Facts #136 - Map Transfers
- Replies: 85
- Views: 42384
Re: Friday Facts #136 - Map Transfers
I'd like to take this time to thank the Devs for wasting my afternoon at work. Got stuck in a wiki-walk through TCP congestion articles. Ended up reading about beekeeping.
- Fri Apr 29, 2016 3:58 pm
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 21490
Re: Overpowered strategies
with accumulators i find what makes them OP is the reason why they put into the game. that is to help with spike power from the laser turrets. I Believe that if accumulators would act as capacitors where they can take almost 100% input in and discharge large amounts of power but applying a aoe reac...
- Wed Apr 27, 2016 4:26 pm
- Forum: Balancing
- Topic: Assemblers return cancelled items
- Replies: 9
- Views: 2614
Re: Assemblers return cancelled items
The productivity exploit maybe works like this: Create enough of the recipe items to almost fill the 'extra' item bar. During the cycle that the 'extra' bar completes, disassemble the machine AFTER the extra item is done, but before the 'regular' item is done. You get the material back for the regul...
- Wed Apr 27, 2016 4:12 pm
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 121410
Re: chests content and unconnected chests not showing
What does this have to do with the railroad?brunzenstein wrote:the lapse that
- the chests contents are not shown correct ( bug in GUI) and
- not connected chest are no easily be found (if not using a mod)
should be tackled in the upcoming major update
- Wed Apr 27, 2016 3:57 pm
- Forum: Show your Creations
- Topic: Bot Cell Diffusion build - could use some help!
- Replies: 10
- Views: 4713
Re: Bot Cell Diffusion build - could use some help!
I like the idea of using a latch to set the direction of flow. - Instead of setting each material's margin to 1,000 items, use a constant combinator so that each item's margin can be set. Ex. speed module at 50 items, iron plate at 2,000 items. - This allows items to be transferred up to A = B and ...
- Tue Apr 26, 2016 10:22 pm
- Forum: Show your Creations
- Topic: Bot Cell Diffusion build - could use some help!
- Replies: 10
- Views: 4713
Re: Bot Cell Diffusion build - could use some help!
So, I started mucking around a bit. I think I have a workable solution, and a SUPER terrible example build. Essentially what we want is if the current cell has more of something than a neighboring cell, transfer to the neighbor. So each of the four sides of your cell needs to talk to it's neighbor. ...
- Mon Apr 25, 2016 3:07 pm
- Forum: Balancing
- Topic: The obsolete turret problem
- Replies: 34
- Views: 17741
Re: The obsolete turret problem
You should destroy the biggest nests biters have created in your pollution cloud. it would make things a LOT easier for your turrets. Agreed. In my first game we kept getting hit about 2 -3 times per day cycle. We went around in tanks and killed everything. Not a single attack after that. Once you ...
- Tue Apr 12, 2016 9:35 pm
- Forum: General discussion
- Topic: Wood!
- Replies: 9
- Views: 5431
Re: Wood!
I set up my fuel belt which goes to all the trains in a way that it will first use wood. If there is no wood in the system it will use coal and if I have neither of those two it uses solid fuel. :) I generally set up one string of boilers that is allowed to run all the time (not just when the accum...
- Mon Apr 11, 2016 7:13 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Full output 2400 green circuits/min, lvl3 assemblers
- Replies: 3
- Views: 10193
Re: Full output 2400 green circuits/min, lvl3 assemblers
To make things a little simpler to set up, you could squeeze the circuit assemblers together. Then you have three spaces where the iron belts go, allowing two fast inserters on each side. Then you don't need the long inserter grabbing iron. Doesn't change your final size or throughput any, but you d...
- Tue Apr 05, 2016 10:37 pm
- Forum: Releases
- Topic: Version 0.12.30
- Replies: 25
- Views: 36076
Re: Version 0.12.30
Wait what? Not updating till I try out this one!FactorioBot wrote:
- Fixed projectiles with negative acceleration would turn around, fly back and break the game. (23127)
- Fri Mar 18, 2016 10:45 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 213109
Re: Electric energy
Space is the largest consideration. Back when I was a Field Engineer for GE, I worked on one of the largest solar farms in the world. Over 500 MW of generation takes up a ridiculous amount of space. Around 8 square miles if I remember correctly. I haven't taken the time to do the math if it is mode...
- Thu Mar 17, 2016 10:21 pm
- Forum: Ideas and Suggestions
- Topic: [MP] Async map download
- Replies: 11
- Views: 2864
Re: [MP] Async map download
You know, I still don't see any reason that this couldn't work for the vast majority of situations. New peer requests map -> host/peers(if p2p) creates save -> host/peers start transfer of save -> host/peers resume play -> host/peers store each action into a log(essentially anything that needs to be...
- Thu Mar 17, 2016 9:32 pm
- Forum: Ideas and Suggestions
- Topic: Improved autosaving system.
- Replies: 8
- Views: 4183
Re: Improved autosaving system.
Thats right. Considering multiple worlds, we should definiteley make the autosave world specific. In my screenshot, the latest autosave should be named MyWorld_autosave1.zip. Then we have multiple autosaves (based on the setting) for each world. In fact I also like the idea of just overwriting the ...
- Thu Mar 17, 2016 4:33 pm
- Forum: Show your Creations
- Topic: Efficient, Aesthetic & Automated Red & Green node
- Replies: 9
- Views: 7209
Re: Efficient, Aesthetic & Automated Red & Green node
4 is overkill? Guess it depends on play style. 4 is a nice start. And yeah, he could supply some more labs, which are nicely laid out to be expanded already.Pappus wrote:4 factories per is overkill. 3 red/green already supply like 8 labs (probably more)