Search found 13 matches
- Fri Oct 23, 2020 7:27 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 82674
Re: Friday Facts #361 - Train stop limit, Tips and tricks
I see a few problems with the train stop limit. Not necessarily that it doesn't work, just that it is not as useful as it could be. Let's look at some scenarios to explain: 1. Stackers Up until now, you have a setup like this: Mine1...MineN -> Stacker with capacity (N-X) -> X unload stations. The un...
- Thu Aug 01, 2019 12:27 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 279963
Re: Friday Facts #305 - The Oil Changes
You know what is coming, so you space things out the right way. A new player seeing this for the first time (and those are the only people who would potentially struggle here), would just run two pipes directly attached to the refineries. He would also put the consumers much too close to the first r...
- Sat Jul 27, 2019 9:12 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 279963
Re: Friday Facts #305 - The Oil Changes
While you are at changing Oil: It doesn't make much sense that sulfur is made from alkane gas (petroleum gas). Usually the majority of the sulfur is extracted from the crude oil before refining it further. It would make more sense to have a chemical plant before the refinery that extracts the sulphu...
- Sun May 13, 2018 11:04 am
- Forum: News
- Topic: Friday Facts #242 - Offensive programming
- Replies: 51
- Views: 23924
Re: Friday Facts #242 - Offensive programming
I don't know if this is helpful, but to me this sounds like a problem you could elegantly solve with layers. Imagine the entities in the game belonging to a layer. You start from a conflict-free state where there is only one layer that holds all the entities. If I now add a blueprint, it would add a...
- Sat Aug 19, 2017 10:43 am
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 39390
Re: Friday Facts #204 - Another day, another optimisation
... It looks like everything is connected tightly with everything else so that you can not break it apart, but thats actually not true. If you want to come to a reasonable simulation, not a perfect one, everything that has a large enough buffer creates a propagation delay of every action that is bi...
- Fri Aug 18, 2017 9:24 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 39390
Re: Friday Facts #204 - Another day, another optimisation
I would approach this from a different perspective (I don't know if it is viable, but it doesn't hurt to explore it): Looking at the factory as a graph of interacting entities, you will have tightly coupled areas (like an actual production plant with belts, splitters, inserters, production ...) tha...
- Fri Aug 18, 2017 6:28 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 39390
Re: Friday Facts #204 - Another day, another optimisation
I would approach this from a different perspective (I don't know if it is viable, but it doesn't hurt to explore it): Looking at the factory as a graph of interacting entities, you will have tightly coupled areas (like an actual production plant with belts, splitters, inserters, production ...) that...
- Fri Jul 21, 2017 9:31 pm
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 64747
Re: Friday Facts #200 - Plans for 0.16
Regarding the map generation: A noise generator will always create a pattern that, if zoomed out enough, is just not interesting. I would suggest to use functions that provide some "emergent complexity". Cellular automatons for example have very simple rules, but create interesting pattern...
- Fri May 19, 2017 7:15 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 149315
Re: Friday Facts #191 - Gui improvements
I really like the proposed changes, some possibilities that would come up with this that I would like too: - Have more research tiers for quickbar size. The first would expand it from 1 row to 2 rows, additional research could add more quickbars that you can switch out (little arrows on the side). T...
- Sat Nov 12, 2016 8:20 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 106783
Re: Friday Facts #164 - Nuclear power
Although it may look cool, I dont like the idea of exploding reactors. The penalty for not doing it right should be a power outtake. I like the idea that it takes time to ramp up the efficiency and power of the reactor, and an emergency shutdown would result in a power outtake that takes time to com...
- Fri Jun 17, 2016 12:03 am
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 149339
Re: RTS direction
I like the idea of more permanent combat units that you can control, but i dont like the idea of just adding rts controls. The game is about automating stuff, so it would be more fitting to produce the units and then program them to defend your base. Adding command&conquer-like controls for your...
- Thu Jun 16, 2016 11:36 pm
- Forum: Development Proposals
- Topic: Role playing direction
- Replies: 105
- Views: 98238
Re: Role playing direction
I dont like the idea of classes that interfere with production and science. There is no good reason, why an automated factory should need less materials for a product just because the player has a certain class. Of course, an engineer could optimize some constructs and a scientist could make some re...
- Sun Jun 12, 2016 3:26 pm
- Forum: News
- Topic: Friday Facts #74 - The brainstorming
- Replies: 106
- Views: 72077
Re: Friday Facts #74 - The brainstorming
Some points that I would like to see: - Space production should not be a one-way-street, where you just ship things to orbit. You should also be able to mine asteroids and send materials back to the planet. It would be nice if there were some materials that you can only aquire in space. - Make a dis...