Search found 34 matches

by Vxsote
Fri Dec 06, 2019 7:02 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 12803

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

This is another nice example of "Factorio is not CPU bound, it's memory latency bound". More cores wasn't going to make this faster - because it was never limited by how fast the CPU ran. uhh what? no. more cores weren't going to make this faster, because no N-threaded program will run faster if yo...
by Vxsote
Fri Jul 19, 2019 8:18 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 47351

Re: Friday Facts #304 - Small bugs; Big changes

I'm unsure about the oil changes. I've read (or at least skimmed) most of the posts above, and I think there are some good ideas that might be considered. My first thought was "yay, I always seem to run short on petroleum at some point". But then thinking about that some more, this need for petroleu...
by Vxsote
Tue Jul 16, 2019 8:59 pm
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 13248

Re: Version 0.17.58

I figure now is a decent time to reiterate my desire for the old rail planner or equivalent functionality in terms of obstacle avoidance. Clumsy is better than "can't do that anymore" IMO. I've been busy with some other games recently, but have been dreading the new rail planner and was hoping it wo...
by Vxsote
Thu Apr 18, 2019 7:30 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 11589

Re: Friday Facts #290 - Rail building changes & High-res icons

This. And the solution is so simple, have a toggle in the option menu between new behaviour and old behaviour, default is new behaviour, but those of us who want the old behaviour just change one toggle in options and we're happy. While I agree with some of what you quoted, I think your "simple" so...
by Vxsote
Sat Apr 13, 2019 11:18 pm
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 2843

Re: Some thoughts on 0.16 -> 0.17

Koub wrote:
Fri Mar 08, 2019 6:32 am
Do you still have a save or autosave of your first map ? the one with biter base on the starting iron patch ?
(sorry for the slow reply) Unfortunately, I do not.
by Vxsote
Fri Apr 12, 2019 6:38 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 11589

Re: Friday Facts #290 - Rail building changes & High-res icons

Like some of others who have posted in the 0.17.29 release thread, I am not thrilled by the loss of the option to plan rails around obstacles. I actually use both modes of the planner depending on what I do or do not want to have blown up. I like that you are constantly trying to make a smoother exp...
by Vxsote
Thu Mar 07, 2019 11:11 pm
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 2843

Re: Some thoughts on 0.16 -> 0.17

I decided to play my first 0.17 game on death world settings, so I've been experiencing a lot more biter aggression than I'm used to. Here are a few points about my experience so far (mostly about balance), for what they are worth: The first map I generated, there was a biter base in the middle of t...
by Vxsote
Tue Feb 26, 2019 8:49 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 179122

Re: Version 0.17.0

Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card. Does that mean i won't be able to play the game anymore? I'm getting "Could not create OpenGL context: Could not create GL context: The operation completed succes...
by Vxsote
Mon Feb 25, 2019 10:15 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 74405

Re: Friday Facts #283 - Prepare to Launch

I'm not wanting to take a position one way or another on the debate over locking more stuff behind blue science, but thought this might offer some perspective: http://gamasutra.com/blogs/BradWardell/20160104/262961/Ashes_of_the_Singularity_PREmortem.php tl;dr; summary of that: meaningful choices are...
by Vxsote
Fri Oct 26, 2018 8:53 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 63538

Re: Friday Facts #266 - Cleanup of mechanics

Also, with the hardness, the argument why to remove it completely was, that we still have the mechanism of "mining category". So if a mod wants to lock mining of certain resource to a certain miner, he can just use a mining category that the basic drills not handle. I see the logic in this, but it ...
by Vxsote
Fri Oct 19, 2018 3:18 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 116
Views: 16040

Re: Friday Facts #265 - Nomenclature & Steam networking

Regarding steam networking, I generally think it's great that you are adding capabilities to make things easier for players to connect and play. However, my personal experience with steam networking while playing Space Engineers has been less than great. That game itself has some issues (if you guys...
by Vxsote
Sat Sep 15, 2018 4:02 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 37285

Re: Friday Facts #260 - New fluid system

<lots of snipping> @Vxsote: I did not really mention gravity in the FFF, forgot to. I started my simulator by modelling gravity. Right now it is there, but I might just cut it out as it does not contribute anything useful, except for a bit of realism in edge cases for imo too much computation. Simi...
by Vxsote
Fri Sep 14, 2018 7:32 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 37285

Re: Friday Facts #260 - New fluid system

As a software developer with a degree in aerospace engineering, I do have some understanding of the nature of this problem from both the "make it real" and "make it perform" viewpoints. I tend toward wanting more realism in the simulation, but I also understand the need to have a playable and enjoya...
by Vxsote
Thu Feb 08, 2018 10:25 pm
Forum: General discussion
Topic: Using Artillery for exploration
Replies: 12
Views: 3155

Re: Using Artillery for exploration

I am guilty of doing exactly what is shown in the OP's picture. I feel like regular radar needs a range boost now, perhaps something that can be researched. Early game, the current radar is fine. But later, when I'm looking for that next big resource patch, or trying to figure out if building rails ...
by Vxsote
Wed Jan 10, 2018 11:12 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 28081

Re: Version 0.16.16

And I can give you at least one non-intuitive downside to old splitter function. Intuition says that you should be able to send a loaded red belt into a splitter and get two loaded yellow belts out (being that they are half the speed) and have full throughput - but that wasn't how it worked, and I'...
by Vxsote
Wed Jan 10, 2018 10:24 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 28081

Re: Version 0.16.16

0.16 has officially become the release of "remove as many options as possible" for me. You have broken belts, barrels, talked about breaking bots, and now splitters, removing what was a perfectly functional part of the game, only because you believed that it was not a good thing for the game. Only ...
by Vxsote
Wed Jan 10, 2018 8:07 pm
Forum: Balancing
Topic: [0.16.1] Artillery shells stack size = 1
Replies: 27
Views: 6791

Re: [0.16.1] Artillery shells stack size = 1

I also found the stack size to be a bit of a shock. We can stack entire locomotives in inventory but not shells! I don't have a problem with this in terms of balance for weapons, but where it really gets annoying is when I need to reroute or put a section of my artillery belt underground. Boom, inst...
by Vxsote
Wed Jan 10, 2018 7:50 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 28081

Re: Version 0.16.16

I, too, feel like we're losing something useful, even though I've never actually used a splitter sorter. But it was always on my list of "when I level up my Factorio skill another time or two, I'll try doing it this way." In the spirit of multiple ways to do things, I too would like to see an actual...
by Vxsote
Mon Jan 08, 2018 11:22 pm
Forum: General discussion
Topic: Cliffs :(
Replies: 21
Views: 4610

Re: Cliffs :(

To me, sometimes I think the placement of cliffs is a little strange. I know that would be much more useful if I showed pictures of actual cases that bug me, and perhaps I will do that as a followup. the fake height also does seem a bit... weird. But for what cliffs are, I think they work. They add ...
by Vxsote
Sat Jan 06, 2018 3:24 pm
Forum: Balancing
Topic: Acceleration bonus power creep
Replies: 27
Views: 4660

Re: Acceleration bonus power creep

That would likely decrease the overall consumption, because the most energy is required during acceleration and not during full-speed movement (basic physics). Although it would penalize train systems that require a lot of stop-and-go (a good thing). But game-design wise the performance cost vs fun...

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