Search found 76 matches
- Fri Oct 06, 2023 5:31 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 81703
Re: Friday Facts #378 - Trains on another level
I posit that when you disassemble a fully charged accumulator, it maintains its charge. And maybe it's possible to charge accumulators in an assembly line (similar to how it's possible in Dyson Sphere Program), thus allowing the player to place fully charge accumulators, which could be very useful ...
- Thu Oct 05, 2023 11:44 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 81703
Re: Friday Facts #378 - Trains on another level
A lot of posters were speculating about the accumulators isolated on the island, and how they were powering the radar. The answer is straightforward; they are powered. But how are they powered, one counters. I apologise if someone has already suggested this, but the most obvious answer is what's alr...
- Sat Sep 30, 2023 8:11 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 81703
Re: Friday Facts #378 - Trains on another level
I disagree. I play other games like this, especially Satisfactory, and there really isn't any puzzle to it, nor any challenge in any game like it. The biggest challenge is keeping your eyes open and finding ways to pass the time while your factory stockpiles research materials and components, agoni...
- Sat Sep 30, 2023 7:45 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 81703
Re: Friday Facts #378 - Trains on another level
Calling Factorio a puzzle game is a bit of a stretch, but calling it a tycoon game is more wrong. In Factorio there is no game over when you run out of money. Even if your base is completely starved of resources, you can always get it back on its feet (just a lot of manual labour). You need that end...
- Thu Sep 28, 2023 5:37 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 51913
Re: Friday Facts #377 - New new rails
Removing the ballast because there is concrete underneath would hardly be realistic. I live a stone's throw from one of the world's smallest curve radius mainline railway junctions (Newmarket, NZ). The tracks in the junction are set in concrete to withstand the extreme lateral forces. No gravel or ...
- Thu Sep 28, 2023 6:09 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 51913
Re: Friday Facts #377 - New new rails
Rail tile detection auto adjusts texture (hides gravel) based on underlying tileset. Rail + organic tile = gravel else hidden below any manufactured tileset (brick/concrete..). I have been using https://mods.factorio.com/mod/naked-rails_se which does an Ok job but could look a lot more natural betw...
- Sat Sep 09, 2023 7:50 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 808
- Views: 136747
Re: Friday Facts #375 - Quality
Respect to the developers for off-loading the more controversial features of the expansion up front. Though, I have to wonder how controversial they thought this one was going to be. I feel for the developers, being up front about your game development can be a huge double-edged sword, we all saw wh...
- Wed Mar 06, 2019 10:42 pm
- Forum: 1 / 0 magic
- Topic: [0.17.4] [Linux] Stops during loading at "Building prototypes..."
- Replies: 5
- Views: 1598
Re: [0.17.4] [Linux] Stops during loading at "Building prototypes..."
Since the binary `factorio` itself actually tells Steam to launch itself, I decided to close Steam and run Steam through `strace`. When I did that, Factorio started up entirely as I expected. To ensure this wasn't a case of 'observing the problem solves it', I closed Steam again, and opened it as I ...
- Wed Mar 06, 2019 10:25 pm
- Forum: 1 / 0 magic
- Topic: [0.17.4] [Linux] Stops during loading at "Building prototypes..."
- Replies: 5
- Views: 1598
Re: [0.17.4] [Linux] Stops during loading at "Building prototypes..."
I've tried letting it run for a few minutes, but to no avail. Observing the process specifically doing start up, it gets its CPU usage almost up to 40% and stops at 15% or 29% (I can't tell when it's going to be one or the other, but the ultimate result is the same), it then drops to 0%, with a CPU ...
- Sun Mar 03, 2019 12:32 pm
- Forum: 1 / 0 magic
- Topic: [0.17.4] [Linux] Stops during loading at "Building prototypes..."
- Replies: 5
- Views: 1598
[0.17.4] [Linux] Stops during loading at "Building prototypes..."
On Fedora 28. 4.19.12-200.fc28.x86_64 #1 SMP Mon Dec 24 02:18:15 UTC 2018 x86_64 x86_64 x86_64 GNU/Linux When I start Factorio from Steam, it stops at either 15 or 29% with the description "Building prototypes..." and nothing further happening. From factorio-current.log : 0.000 2019-03-03 ...
- Sat May 05, 2018 7:39 am
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 9260
Re: Split locomotives into three: Steam, diesel and electric
While I may not necessarily agree with the developers on the technical issues, in particular, I believe it is possible to solve without performance hits (other games solve similar issues without much trouble), I do respect the developers' design decision not to split the locomotive into different ty...
- Sun Apr 29, 2018 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 9260
Re: Split locomotives into three: Steam, diesel and electric
That's a good alternative. My thinking of recycling items would be that all items[1] could be recycled, and it would produce their immediate recipe though with each component halved rounded down, and all liquids lost. So, if you recycled a heat exchanger, you'd get 50 copper plates, 5 pipes and 5 st...
- Sun Apr 29, 2018 9:16 am
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 9260
Re: Split locomotives into three: Steam, diesel and electric
Another thing, I'm personally not a fan of obsolescence and tiers. Ideally, all your tools should remain useful throughout the entire game and "iron pickaxe" situations should be minimized. It's not really worth it to make an "early game train" whose only function is being aband...
- Sun Apr 29, 2018 8:47 am
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 9260
Re: Split locomotives into three: Steam, diesel and electric
What do you mean by 'overhead'? Game performance. That's fair, since each railway would 'technically' have to count as a pole, not a wire. A solution could be to 'cheat', and internally only have every fifth (or so) actually be electrified, and the train would have an internal countdown before it '...
- Sun Apr 29, 2018 8:31 am
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 9260
Re: Split locomotives into three: Steam, diesel and electric
Electrified rails came up before, it's not going to happen because it would create too much overhead. What do you mean by 'overhead'? For the player or in terms of programming. If it's the former, then I'd disagree; it's part of the challenge. Upgrading conveyor belts is also an overhead, but is qu...
- Sun Apr 29, 2018 7:04 am
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 9260
Split locomotives into three: Steam, diesel and electric
This has probably been suggested before, but I couldn't find any recent discussion on the matter, so here is my take on it. First a summary of the proposal, then an explanation: Summary The train locomotive will be split into three different variants: Steam locomotive, diesel locomotive and electric...