Search found 5 matches

by ishar
Sat Jan 13, 2018 3:40 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373118

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...
by ishar
Sun Jan 07, 2018 1:46 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345633

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....
by ishar
Sun Dec 31, 2017 9:20 pm
Forum: Ideas and Suggestions
Topic: Artillery Targeting Remote "Area Resize" / "Patterns"
Replies: 3
Views: 1984

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...
by ishar
Sun Dec 31, 2017 2:06 am
Forum: Ideas and Suggestions
Topic: Artillery Targeting Remote "Area Resize" / "Patterns"
Replies: 3
Views: 1984

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...
by ishar
Fri Aug 11, 2017 7:39 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 69258

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...

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