Search found 18 matches

by Piroko
Fri Jun 08, 2018 3:42 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 61402

Re: Friday Facts #246 - The GUI update (Part 3)

One thing I would like to see is a marker in the preview window where the actual spawn will be. It's surprisingly easy to lose track of when scrolling around..
by Piroko
Tue Jun 05, 2018 10:26 pm
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 26192

Re: Reading Power capacity and demand

It looks good, but what about when requested power exceeds installed production? That's also the biggest issue I have against a fixed bar; if you have something exceeding whatever you have fixed at the end of the bar, then what? The "installed production" element isn't fixed to the end, i...
by Piroko
Tue Jun 05, 2018 2:50 pm
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 26192

Re: Reading Power capacity and demand

Except that those fake reserves are exactly what you use to cover spikes or nights by using steam tanks. That is not an argument in favor of the current Electric network info tab... You're talking from a seasoned player perspective who has mathed out his power production and looks at this page mayb...
by Piroko
Sat Jun 02, 2018 1:37 pm
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 26192

Re: Reading Power capacity and demand

I guess maybe I mean yield then or made it clearer as I do mean yield as you put it. I did say current peak production and the current peak production of solar at night is 0. That's one issue that would be unintuitive in my design, current maximum yield of solar panels is not always peak yield. Sti...
by Piroko
Sat Jun 02, 2018 1:19 pm
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 26192

Re: Reading Power capacity and demand

Hey there, It might be important to also include peak consumption, since many machines draw different amounts of power depending on whether they are active or idle. I don't like peak consumption as an information because it is going to be screwed up with laser defense. Even in a deathworld you will ...
by Piroko
Sat May 26, 2018 12:59 pm
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 26192

Re: Reading Power capacity and demand

I did a quick mockup of what I think could be a potential solution that is (hopefully) more intuitive, I took a bit of inspiration from Frostpunk: Electric Network.png The bar would be normed to the currently highest absolute value. Peak production would be the maximum power output of Steam engines,...
by Piroko
Fri May 11, 2018 11:50 pm
Forum: General discussion
Topic: Factorio update times
Replies: 5
Views: 2179

Re: Factorio update times

I would say that this is a problem that will solve itself come version 1.0 (1.0.54 to be precise :P ). Maybe a quick and dirty fix would be to automatically download the full installer if that's (assumed) less time needed than patching the current version through several versions? Going through Stea...
by Piroko
Fri May 11, 2018 10:01 pm
Forum: General discussion
Topic: Factorio update times
Replies: 5
Views: 2179

Re: Factorio update times

I would like to counter this by saying that Factorio is still in beta and some hassles are kind of what I'm expecting :)

As for improving your situation - I believe you still can add your Factorio key to Steam to get a copy served through them that is automatically patched?
by Piroko
Sat Jan 13, 2018 9:02 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373659

Re: Friday Facts #225 - Bots versus belts (part 2)

Hey there, the splitter improvements seem cool but I'm a bit wary that splitters become 'clickable' now. I tend to use my belt paths as, well, paths where I can't accidentially click on assemblers, filter inserters and chests while walking. Don't let that stop you though, I'll adapt. In my ~500 hour...
by Piroko
Sat Dec 02, 2017 3:51 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 85239

Re: Friday Facts #219 - Cliffs

So when are you going to reveal the RTS game you have been creating in the past weeks? ;)
by Piroko
Mon Jan 23, 2017 6:22 pm
Forum: Ideas and Suggestions
Topic: Smarter autosaving (ie: Not in combat)
Replies: 18
Views: 5447

Re: Smarter autosaving (ie: Not in combat)

Alright, didn't think it would take that long to do a copy of the game-state within RAM but Factorio has grown quite a lot over the years as well.
by Piroko
Mon Jan 23, 2017 5:16 pm
Forum: Ideas and Suggestions
Topic: Smarter autosaving (ie: Not in combat)
Replies: 18
Views: 5447

Re: Smarter autosaving (ie: Not in combat)

I would like to hear some technical explanation why the game needs to pause anyway. Just save in the background, maybe make use of the multiplayer catchingup feature if you have to? Because the simulation has to be stopped to copy out the data to be put in the save. If it wasn't then the map would ...
by Piroko
Fri Oct 21, 2016 3:26 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 50252

Re: Friday Facts #161 - Infinite Research and Blueprint Library

Am I the only one who thinks that research is such a minor resource sink anyways that I just want to get done with it in a finite time and do something else? Even with endless research I'd test this out for one game and then probably never bother again (or, for the completionist in me, search for a ...
by Piroko
Fri Oct 14, 2016 2:37 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104615

Re: evenly challangeing starting locations

Weird. When I play FFA in various CnC games and mods, it generally boils down to "whoever turtles, wins.". Same. Though that is because attacking someone tends to cost more time and resources than defending said attack. And there lies the largest problem with Factorio, you only need aroun...
by Piroko
Thu Oct 06, 2016 11:11 am
Forum: News
Topic: Friday facts #158 - The end of the 32 bit era
Replies: 132
Views: 63093

Re: Friday facts #158 - The end of the 32 bit era

DaveMcW wrote:Let's assume there are 2500 more 32-bit sales, and they are worth $10 profit each. $25000 is a year's salary for a developer in Czech Republic.
Eh, the salary is only a small cost for a company. With taxes and accomodations you can easily double if not triple that number.
by Piroko
Fri Sep 30, 2016 6:42 pm
Forum: News
Topic: Friday facts #158 - The end of the 32 bit era
Replies: 132
Views: 63093

Re: Friday facts #158 - The end of the 32 bit era

Oh well, I guess thanks to the help of some forum members, I am gonna have a talk with the kind person who once set up my PC. Side note? If I install WinXP64 over WinXP32, will I keep all my files? You should go for Win7 64 Bit if your PC has enough Ram (2GB recommended). Windows XP 64 Bit had lots...
by Piroko
Fri Sep 30, 2016 5:12 pm
Forum: News
Topic: Friday facts #158 - The end of the 32 bit era
Replies: 132
Views: 63093

Re: Friday facts #158 - The end of the 32 bit era

A small bonus if you go for x86-64, I believe all CPUs that support that also support SSE2. If you haven't already, try to compile with the SSE and SSE2 flags set and see if it makes a difference ;)
by Piroko
Wed Jan 06, 2016 7:19 pm
Forum: General discussion
Topic: Performance test: basic belts vs underground belts
Replies: 25
Views: 34417

Re: Performance test: basic belts vs underground belts

Finally took the time to register here after playing it for 8 months now~ I'd say it's worth to do incremental performance improvements along with the regular updates, to keep the game performance consistent even with increasing complexity. Unless it needs a major rewrite of core files, which I woul...

Go to advanced search