Search found 163 matches
- Tue Oct 25, 2022 6:57 am
- Forum: General discussion
- Topic: Factorio and its optimisation
- Replies: 8
- Views: 3663
Re: Factorio and its optimisation
Do any of you have any other knowledge when it comes to how optimised Factorio is, from the side of game development curiosities or anegdotes/stories? I am an hobby game developer. I use C++. And, my code generally starts to see slowdowns when I got a few 10000 "objects" in a game. Or muc...
- Tue May 07, 2019 7:03 pm
- Forum: General discussion
- Topic: Do you think Wube would buy/hire Bobs mod dev(s)?
- Replies: 19
- Views: 6616
Re: Do you think Wube would buy/hire Bobs mod dev(s)?
While I like bob's mods and angles mods, They are not up to the same quality as I would expect for the main game. Also, it's pretty clear from some of bob's comments that he has access to the factory source code, pretty sure he assists in things and likes doing so on his free time. I've been there w...
- Fri Jun 22, 2018 8:40 am
- Forum: General discussion
- Topic: Closing the pollution No Spoon achievement loophole?
- Replies: 10
- Views: 8722
Re: Closing the pollution No Spoon achievement loophole?
Feels unintentional, for the simple reason that passive bitter mode disables this achievement.zOldBulldog wrote:Are those really loopholes or intended? And why do I even ask?
- Fri May 04, 2018 4:54 am
- Forum: Releases
- Topic: Version 0.16.41
- Replies: 28
- Views: 21776
Re: Version 0.16.41
In a few months, we will talk about the big train-pocalypse of `18, and how we survived it.
- Sat Apr 28, 2018 6:22 pm
- Forum: News
- Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
- Replies: 35
- Views: 18722
Re: Friday Facts #240 - Factorio-data & Fast pipe replace
I don't understand what changed with the prototypes. When I go to the 'Factorio\data\base\prototypes' directory I see them all there. Nothing has changed, except for the fact that they setup an online location where tools can use/reference them directly. Which is great news for people that build of...
- Sun Mar 18, 2018 2:51 pm
- Forum: General discussion
- Topic: The speed runner that materialized out of nowhere
- Replies: 6
- Views: 4136
Re: The speed runner that materialized out of nowhere
Do speed runners always play in peaceful mode? After watching for a while I was wondering why he had no defenses and then I realized he chose peaceful. Takes away the pollution management part of the game entirely but I guess if everyone does it the playing field is leveled for speed runs. Setting ...
- Sun Mar 11, 2018 7:34 pm
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 29968
Re: Factorio should have DLC.
Common mistake in software development. Throwing more money and people at a problem does not give a better end result.Hellatze wrote:More money on development, and people will buy it for sure. More money : more development to be added in this game.
- Mon Feb 19, 2018 1:41 pm
- Forum: General discussion
- Topic: Why not Qt?
- Replies: 5
- Views: 3339
Re: Why not Qt?
An article from 2012 does not really reflect the current state of QT. However, it is right in that qt is wrong for this job. For the simple reason, its not the fastest out there. It has ton and tons of features, decent cross platform support. But it is not suited for high end games. (Software dev he...
- Sun Feb 04, 2018 6:12 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 78472
Re: Friday Facts #228 - High resolution turrets
But what frustrates me on your post is that Raden HD 6000 series, despite being released 8 years ago, supports up to OGL 4.4! And yet you argue for us to stick to OGL 2.1, because even OSS community didn't see value in fully supporting those old GPUs :( Wrong card family to look at. Not everyone is...
- Fri Feb 02, 2018 3:04 pm
- Forum: General discussion
- Topic: Just Too Easy...
- Replies: 12
- Views: 6237
Re: Just Too Easy...
The expanding factory expands to meet the needs of the expanding factory.quyxkh wrote:The factory growsPlus I always think it's just cool and funny when I discover that, despite considerable efforts to be organized and meticulous, I've created a hellish dystopian mess in factorio
-Oscar Wilde
- Sat Jan 27, 2018 8:49 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 46409
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
When I read the title of the FFF, I hoped to read something about the most neglected part of the whole game. But sadly, I was wrong. Still noting to improve/add-on the campaign. Shame. Factorio developer Klonan has already stated that he is planning to rewrite the whole campaign and even make it co...
- Fri Jan 26, 2018 8:50 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 46409
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
When I read the title of the FFF, I hoped to read something about the most neglected part of the whole game. But sadly, I was wrong.
Still noting to improve/add-on the campaign. Shame.
Still noting to improve/add-on the campaign. Shame.
- Mon Jan 22, 2018 8:56 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372869
Re: Bots vs Belt suggestions
- let robots crash when they run out of fuel. Crashed robots could either be lost or be recovered by other bots. This used to be the case, but annoying as hell. So they changed it to moving very slow. Giving bots collision would most likely be a huge performance impact. Making bots a UPS problem. T...
- Wed Jan 17, 2018 9:02 am
- Forum: General discussion
- Topic: Mega-Base from the devs
- Replies: 17
- Views: 11890
Re: Mega-Base from the devs
I personally don't think the devs should focus on mega bases as you suggest Lastmerlin. The reason for this is simple. You shouldn't tailor your gameplay towards to top 1% of your player base. I don't think a lot of players go as large and as planned as you suggest. And thus you are a vocal minority...
- Tue Jan 16, 2018 3:57 pm
- Forum: General discussion
- Topic: Mining Outpost, how do you make them?
- Replies: 37
- Views: 32427
Re: Mining Outpost, how do you make them?
correct, now awesome hot water delivery comes into place :D Hot water delivery for Steam Engine is an interesting idea, but I'm guessing you'll lose a lot of space to power them. I guess rocket fuel for boiler + Steam Engine could also be an aternative. My map hardly had any water on it, so that co...
- Mon Jan 15, 2018 9:05 am
- Forum: General discussion
- Topic: Mining Outpost, how do you make them?
- Replies: 37
- Views: 32427
Re: Mining Outpost, how do you make them?
I actually tried bringing in steam by train on my last game. And use steam engines on the spot to power the mining outpost. With 1 solar panel to boot-strap the pump.
Actually worked pretty good, and prevented problems of biters destroying powerpoles.
Actually worked pretty good, and prevented problems of biters destroying powerpoles.
- Sun Jan 14, 2018 6:57 pm
- Forum: General discussion
- Topic: map_gen_settings not effectively writable?
- Replies: 3
- Views: 1589
Re: map_gen_settings not effectively writable?
Most likely you need to write the whole map_gen_settings structure in 1 go, not modify a value of it. So: surface.map_gen_settings.autoplace_controls["enemy-base"].size = "high" Won't work. local mgs = surface.map_gen_settings msg.autoplace_controls["enemy-base"].size =...
- Thu Jan 11, 2018 6:42 am
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 46106
Re: Belts vs Bots - A response to the latest FFF
The playerbase can and is splitting over this. If you think it's not, then you need to get your head out of the sand and take a look at why so many people have strong opinions about it. The player base is also split over mods or not. And (in less extent) over biters or not. Which doesn't matter. A ...
- Wed Jan 10, 2018 1:57 pm
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 46106
Re: Belts vs Bots - A response to the latest FFF
I've been reading up on this. And as a non-bot player, I'm confused by 1 thing. I'm reading that bots are basically "unlimited". However, when I do use construction bots, I noticed them waiting at roboports to be charged, in line, because a single port can only charge X bots at the same ti...
- Sun Dec 31, 2017 6:14 pm
- Forum: General discussion
- Topic: [Poll] The Cliff Hanger of Factorio: 0.16
- Replies: 14
- Views: 5261
Re: [Poll] The Cliff Hanger of Factorio: 0.16
But does it feel rushed? Not at all I think. Hi-res, was already part of the previous release, but always incomplete. Terrain generation, always had it's issues, now just has new issues, with old ones removed. But in general provides more variety in the terrain, which is good. New feature contains b...