Search found 201 matches

by starholme
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...
by starholme
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...
by starholme
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.
by starholme
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.
by starholme
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...
by starholme
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.
by starholme
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.
by starholme
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...
by starholme
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...
by starholme
Wed Apr 27, 2016 4:12 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 121410

Re: chests content and unconnected chests not showing

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
What does this have to do with the railroad?
by starholme
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 ...
by starholme
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. ...
by starholme
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 ...
by starholme
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...
by starholme
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...
by starholme
Tue Apr 05, 2016 10:37 pm
Forum: Releases
Topic: Version 0.12.30
Replies: 25
Views: 36076

Re: Version 0.12.30

FactorioBot wrote:
  • Fixed projectiles with negative acceleration would turn around, fly back and break the game. (23127)
Wait what? Not updating till I try out this one!
by starholme
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...
by starholme
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...
by starholme
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 ...
by starholme
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

Pappus wrote:4 factories per is overkill. 3 red/green already supply like 8 labs (probably more)
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.

Go to advanced search