Hisashiburi-dana ssilk sama :)
My interests shifted a bit and I have a new team at work, which does much more interesting stuff (React, Typescript, Redux)...
But sometimes I still take time to read a bit in the forums.
Funny thing, I'm also dealing with react+typescript+redux.
So bots being 2 ...
Search found 260 matches
- Mon Jan 15, 2018 4:07 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 482118
- Sat Jan 13, 2018 1:19 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 482118
- Sat Jan 13, 2018 6:25 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 482118
Re: Friday Facts #225 - Bots versus belts (part 2)
I am very disappointed to have 2 devs now completely and utterly ignore not only the straight up resource costs of logistics bots, but the incredible amount of research cost.
Research cost for full blue belt usage: 194,395 raw resources (liquids reduced to petrol, light, or heavy)
Research cost ...
Research cost for full blue belt usage: 194,395 raw resources (liquids reduced to petrol, light, or heavy)
Research cost ...
- Sat Jan 13, 2018 4:04 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 482118
Re: Friday Facts #225 - Bots versus belts (part 2)
Why would cheap (compared to bots) and free (in terms of energy) belts be even comparable to bots?
Bots are superior technology and they MUST BE BETTER! That's a given!
But! What about pneumatic pipes (or something similar)? :) As "next generation belt-like" technology?
They will behave very ...
Bots are superior technology and they MUST BE BETTER! That's a given!
But! What about pneumatic pipes (or something similar)? :) As "next generation belt-like" technology?
They will behave very ...
- Mon Oct 24, 2016 3:02 am
- Forum: Off topic
- Topic: If real life can do it, so can Factorio... (Astonishing Belts)
- Replies: 28
- Views: 102240
- Fri May 29, 2015 5:34 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 190722
Re: [MOD 0.11.*] Resource Spawner Overhaul
When you modify already generated chunk, it's quite obvious that straight world won't be able to post process it.
I don't know what happens when you modify not-yet-created chunk...
When generating new ore/resource patches you probably need to track affected chunks and call post process on them.
In ...
I don't know what happens when you modify not-yet-created chunk...
When generating new ore/resource patches you probably need to track affected chunks and call post process on them.
In ...
- Fri May 29, 2015 5:31 am
- Forum: Mods
- Topic: [MOD 0.10.x+] Straight world (1.0.2)
- Replies: 31
- Views: 28757
Re: [MOD 0.10.x+] Straight world (1.0.2)
Hm?orzelek wrote: Only thing that Straight World can do (as a bug) is to eat resources![]()
Sure, I don't mindorzelek wrote: I hope you don't mind it being part of RSO but thats only way I can find to make them agree on order of calling map modifying functions.

- Thu May 28, 2015 9:47 am
- Forum: Mods
- Topic: [MOD 0.10.x+] Straight world (1.0.2)
- Replies: 31
- Views: 28757
Re: [MOD 0.10.x+] Straight world (1.0.2)
Hm. I can't see any difference in map generator debug info with and without Straight world mod.
In both cases map gen seems to be doing something all the time. I've started new game without mod and left it for half an hour. Map gen is still doing something.
Code of Straight world is quite simple. I ...
In both cases map gen seems to be doing something all the time. I've started new game without mod and left it for half an hour. Map gen is still doing something.
Code of Straight world is quite simple. I ...
- Fri May 15, 2015 4:11 am
- Forum: Multiplayer
- Topic: multiplayer idea: divided production
- Replies: 0
- Views: 3521
multiplayer idea: divided production
Just decide what intermediates and products each player can automatically produce and then each player should build his own factory and ask for intermediates/products to be delivered from other players by belts at first and may be by trains later :)
Science could be in some common region with ...
Science could be in some common region with ...
- Thu Apr 30, 2015 5:49 am
- Forum: Spread the Word
- Topic: A big Step in the evolution of Factorio
- Replies: 28
- Views: 29198
direwolf20 started multiplayer factorio series
He is kind of minecraft maniac of automation.
And he is quite big youtuber.
http://www.youtube.com/channel/UC_ViSsVg_3JUDyLS3E2Un5g
And he is quite big youtuber.
http://www.youtube.com/channel/UC_ViSsVg_3JUDyLS3E2Un5g
- Thu Apr 23, 2015 4:59 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 200212
Re: Count to 1,000,000
267 is almost continuous sequence of numbers. But 345 are missing 

- Mon Apr 06, 2015 5:16 pm
- Forum: Fan Art
- Topic: Wallpapers / FanArt - Let's make a Wallpaper Thread ...
- Replies: 81
- Views: 122086
Re: "I smell polution..." - FanArt
Quite atmospheric picture! 
Need moar!

Need moar!

- Sun Apr 05, 2015 4:44 am
- Forum: Mods
- Topic: [MOD 0.11.x+ / 0.12.x] Boxing (v0.6.0)
- Replies: 29
- Views: 42685
Re: [MOD 0.11.x+] Boxing (v0.6.0)
Uh.. Thanks for the report. Fixed.jockeril wrote:Just d/l'd the mod to my Factorio main install running 0.11.20 and found that the "zip" file name (boxing-0.6.0.zip) should be changed to boxing_0.6.0.zip (use underscore instead of dash (-) )
- Sun Mar 29, 2015 5:27 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 200212
Re: Count to 1,000,000
257 is wasp hive between two sticks. in hex.
- Sat Mar 28, 2015 8:02 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 200212
Re: Count to 1,000,000
254 is FE in hex.
- Tue Mar 24, 2015 1:45 pm
- Forum: Spread the Word
- Topic: C++ developers wanted [done]
- Replies: 18
- Views: 28209
Re: C++ developers wanted
IMHO Possibility of remote work would increase amount of possible candidates tremendously.
- Tue Mar 24, 2015 9:31 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 200212
Re: Count to 1,000,000
250 is SMTP status code for mail action completed
- Mon Mar 23, 2015 10:18 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 200212
- Sun Mar 22, 2015 4:25 pm
- Forum: Modding help
- Topic: Player produce sound
- Replies: 2
- Views: 1747
Re: Player produce sound
You can create custom 'explosion' entity without graphics, but with sound at player's location.
- Sat Mar 21, 2015 1:03 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 200212
Re: Count to 1,000,000
2+4=4 - something went wrong with my math
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