Search found 30 matches
- Fri Dec 04, 2015 6:45 pm
- Forum: News
- Topic: Friday Facts #115 - The power switch
- Replies: 66
- Views: 57579
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...
- 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 ...
- 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...
- Tue Sep 16, 2014 8:14 pm
- Forum: General discussion
- Topic: So, isn't it time for a studio name at some point?
- Replies: 25
- Views: 9363
Re: So, isn't it time for a studio name at some point?
"Fun Inserters"
- Fri Jul 11, 2014 5:16 pm
- Forum: News
- Topic: Friday Facts #42
- Replies: 30
- Views: 26741
Re: Friday Facts #42
If all shadows were removed from the game and nobody told me, I doubt I would ever notice.
- 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...
- 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 ...
- Fri Jun 06, 2014 4:03 pm
- Forum: Ideas and Suggestions
- Topic: Placing pipes next to each other
- Replies: 29
- Views: 15492
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....
- 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
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.tralala wrote:Except logistic bots. Once you get them the game looses a lot of appeal (my opinion).
- 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.
- 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.
- Fri May 23, 2014 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Rocketry and Asteroid Mining
- Replies: 7
- Views: 5660
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...
- Fri May 23, 2014 3:26 am
- Forum: Ideas and Suggestions
- Topic: Rocketry and Asteroid Mining
- Replies: 7
- Views: 5660
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...
- 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
Notch has 1.6M followers. That is some nice exposure!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
- Mon May 19, 2014 3:30 am
- Forum: Ideas and Suggestions
- Topic: integrating the "alt-mode" into the default graphics
- Replies: 39
- Views: 10496
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...
- 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:
Hover the mouse over a belt and all connected belts highlight.- 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...
- 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...
- 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...
- 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
Driving is such a pain when you have forests everywhere, lol.
The combat shotgun will cut a road through a forest in no time.