Search found 260 matches

by Xecutor
Mon Jan 15, 2018 4:07 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 125372

Re: Friday Facts #225 - Bots versus belts (part 2)

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 to 5 t...
by Xecutor
Sat Jan 13, 2018 1:19 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 125372

Re: Friday Facts #225 - Bots versus belts (part 2)

Pneumatic tubes for the win:
Image
by Xecutor
Sat Jan 13, 2018 6:25 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 125372

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 for...
by Xecutor
Sat Jan 13, 2018 4:04 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 125372

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 differe...
by Xecutor
Fri May 29, 2015 5:34 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 134237

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 t...
by Xecutor
Fri May 29, 2015 5:31 am
Forum: Mods
Topic: [MOD 0.10.x+] Straight world (1.0.2)
Replies: 31
Views: 18274

Re: [MOD 0.10.x+] Straight world (1.0.2)

orzelek wrote: Only thing that Straight World can do (as a bug) is to eat resources :D
Hm?
orzelek 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.
Sure, I don't mind :)
by Xecutor
Thu May 28, 2015 9:47 am
Forum: Mods
Topic: [MOD 0.10.x+] Straight world (1.0.2)
Replies: 31
Views: 18274

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 ...
by Xecutor
Fri May 15, 2015 4:11 am
Forum: Multiplayer
Topic: multiplayer idea: divided production
Replies: 0
Views: 2649

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 scienc...
by Xecutor
Thu Apr 30, 2015 5:49 am
Forum: Spread the Word
Topic: A big Step in the evolution of Factorio
Replies: 28
Views: 20854

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
by Xecutor
Thu Apr 23, 2015 4:59 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 84452

Re: Count to 1,000,000

267 is almost continuous sequence of numbers. But 345 are missing :)
by Xecutor
Mon Apr 06, 2015 5:16 pm
Forum: Fan Art
Topic: Wallpapers / FanArt - Let's make a Wallpaper Thread ...
Replies: 80
Views: 70041

Re: "I smell polution..." - FanArt

Quite atmospheric picture! :)
Need moar! :)
by Xecutor
Sun Apr 05, 2015 4:44 am
Forum: Mods
Topic: [MOD 0.11.x+ / 0.12.x] Boxing (v0.6.0)
Replies: 29
Views: 29891

Re: [MOD 0.11.x+] Boxing (v0.6.0)

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 (-) )
Uh.. Thanks for the report. Fixed.
by Xecutor
Sun Mar 29, 2015 5:27 am
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 84452

Re: Count to 1,000,000

257 is wasp hive between two sticks. in hex.
by Xecutor
Sat Mar 28, 2015 8:02 am
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 84452

Re: Count to 1,000,000

254 is FE in hex.
by Xecutor
Tue Mar 24, 2015 1:45 pm
Forum: Spread the Word
Topic: C++ developers wanted [done]
Replies: 18
Views: 22908

Re: C++ developers wanted

IMHO Possibility of remote work would increase amount of possible candidates tremendously.
by Xecutor
Tue Mar 24, 2015 9:31 am
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 84452

Re: Count to 1,000,000

250 is SMTP status code for mail action completed
by Xecutor
Mon Mar 23, 2015 10:18 am
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 84452

Re: Count to 1,000,000

Husqvarna 236 is cool looking chainsaw. Could be useful in factorio to get rid of that pesky forest.
Image
by Xecutor
Sun Mar 22, 2015 4:25 pm
Forum: Modding help
Topic: Player produce sound
Replies: 2
Views: 446

Re: Player produce sound

You can create custom 'explosion' entity without graphics, but with sound at player's location.
by Xecutor
Sat Mar 21, 2015 1:03 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 84452

Re: Count to 1,000,000

2+4=4 - something went wrong with my math

244

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