Search found 5 matches
- Sat Jan 13, 2018 3:40 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 426900
Re: Friday Facts #225 - Bots versus belts (part 2)
Eh; anyone that thinks a 'trains and bots' megabase is just about plopping down roboports, assemblers, and chests willy-nilly has clearly never actually created such a megabase from nothing. There are lots of other considerations, such as train unload times, direct insertion, train network design (d...
- Sun Jan 07, 2018 1:46 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 398002
Re: Friday Facts #224 - Bots versus belts
Eh; I think it's a silly argument to have, really. It's easy enough to not use something you don't like or agree to a multiplayer scenario where people don't use something you collectively don't like. Leaving aside that it wouldn't be all that hard to add game modes that disable certain features (e....
- Sun Dec 31, 2017 9:20 pm
- Forum: Ideas and Suggestions
- Topic: Artillery Targeting Remote "Area Resize" / "Patterns"
- Replies: 3
- Views: 2352
Re: Artillery Targeting Remote "Area Resize" / "Patterns"
The differences that I see: It would preserve the ability to do precise strikes; e.g. fire a single (targeted) artillery shell. It would allow for targeting non enemies (e.g. leading biter attack waves, trees, whatever, not just spawners/worms). It preserves balance; e.g. precision targeting each wo...
- Sun Dec 31, 2017 2:06 am
- Forum: Ideas and Suggestions
- Topic: Artillery Targeting Remote "Area Resize" / "Patterns"
- Replies: 3
- Views: 2352
Artillery Targeting Remote "Area Resize" / "Patterns"
Playing with the new artillery wagon / targeting remote (which is awesome, by the way) and it occurred to me that it would be consistent if we could increase/decrease the target area similar to how we do with concrete, brick, and landfill. I.e. in effect laying down a field (or pattern) of fire or p...
- Fri Aug 11, 2017 7:39 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 77631
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Decouple routing decisions. Keep a separate path network (robots, TRAINS) and handle pathfinding on separate threads. Not feasible. Routes become invalid during game updates which means you can't calculate a path while the game updates. Routes also effect the cost of the next route so they can't be...