Search found 32 matches

by Rwn
Fri Dec 08, 2023 4:43 pm
Forum: Outdated/Not implemented
Topic: Diminishing returns on parallel research
Replies: 12
Views: 1375

Diminishing returns on parallel research

TL;DR Soft-capping research speed: The more science labs are working at the same time, the less each lab contributes to research. What ? Currently research can be parallelized with no efficiency loss: build 10 labs, tech will be researched 10 times faster than with 1 lab. Also, no matter how many l...
by Rwn
Sat Aug 26, 2023 2:01 pm
Forum: Questions, reviews and ratings
Topic: Diminishing returns on science
Replies: 2
Views: 437

Re: Diminishing returns on science

I mean diminishing returns on parallel labs (for all techs), not on late-game infinite sciences. I want to set up a multiplayer game which incentivize increasing the output of the factory without accelerating research at the same pace. My experience in a previous game was that there was too much foc...
by Rwn
Sat Aug 26, 2023 12:22 pm
Forum: Questions, reviews and ratings
Topic: Diminishing returns on science
Replies: 2
Views: 437

Diminishing returns on science

I would very much like to find a mod that brings diminishing returns to labs. For example 1 lab working alone on a tech = 100% research speed 2 labs working in parallel = 190% research speed 3 labs working in parallel = 270% research speed While research flasks would still be consumed at 100% speed ...
by Rwn
Wed Apr 13, 2016 3:30 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 79459

Re: [MOD 0.12.+] N.Tech-Chemistry

Hi Sorry for my broken english. My question is I heave bob and N.Tech How clean see water to make clean water, to make carbon from coal and clean water, to make pump to clean water? :/ You can manually craft the inserters (a few hundreds...) to make the green science packs and research several tech...
by Rwn
Mon Mar 21, 2016 8:23 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.26][Twinsen] Rocket silo % not updated if productivity
Replies: 4
Views: 2986

Re: [0.12.26][Twinsen] Rocket silo % not updated if productivity

Out of sheer curiosity, what was so special about the number 53 that caused it to be skipped ? :?
by Rwn
Fri Mar 11, 2016 2:52 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134855

Re: Friday Facts #129 - The late game

About late game mining, there's actually a simple way to make it less troublesome: have a higher tier mining drill with a large extraction zone around them so you don't have to relocate those that have ore depleted just under them. You put some over the deposit and leave them be, all or most of them...
by Rwn
Tue Mar 08, 2016 3:23 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39979

Re: Accumulators are too cheap

Another thing I think I've mentioned, but will again... Part of balancing could be to make an accumulator cost more to charge than is stored. Say 150MJ required to charge a 100MJ Accumulator. This would likely be some sort of efficiency tag or something, so it can be set differently for different a...
by Rwn
Sat Feb 06, 2016 9:37 pm
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 107768

Re: Friday Facts #124 - Steam Status I

Zeblote wrote:Steam doesn't allow unobtainable achievements.
Pillars of Eternity has an achievement exclusive to Kickstarter backers.
by Rwn
Sat Dec 19, 2015 3:50 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196422

Re: Solar panels less of a no-brainer

I don't favor making power poles the target of alien attacks since it could have quite a lot in the way of unintended consequences. Lines to mining outposts need to be defended where before they could be made reliable for example. That's precisely an intended consequence: you will no longer build h...
by Rwn
Fri Dec 18, 2015 6:01 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196422

Solar panels less of a no-brainer

It seems this issue has already been discussed , but mainly from the accumulator side rather than the solar panel side. In short, when you discover solar energy, energy becomes a no-brainer : no pollution, no resource consumption, no upkeep, just some land is required. I've thought of two suggestion...
by Rwn
Sat Dec 12, 2015 2:49 am
Forum: News
Topic: Friday Facts #116 - Strategy Guide
Replies: 58
Views: 44042

Re: Friday Facts #116 - Strategy Guide

Then he should reevaluate the price. Also a "portion" of each sale... $0.01 per sale is also a "portion" leaving him free to pocket the remainder of the $4.94 pre-tax. If the guide was part of the purchase-tier rewards and some of the money flows to Xterm as compensation then I ...
by Rwn
Thu Dec 10, 2015 12:56 am
Forum: General discussion
Topic: Train car length changes depending on orientation?
Replies: 95
Views: 45251

Re: Train car length changes depending on orientation?

After reading this mindboggling topic, I went back to Factorio to try to make sense of things and I think I now understand it. So, for anyone lost in explanations, some pictures to make things clearer. First, from a graphical point of view, x-oriented ("horizontal") items are not a rotatio...
by Rwn
Tue Dec 08, 2015 10:02 pm
Forum: General discussion
Topic: Performance comparison for CPUs
Replies: 68
Views: 50461

Re: Performance comparison for different computer setups

Factorio Version: 0.12.19
Specs:
OS: Win 7 Family
CPU: Pentium G3258 3,2 GHz (no OC)
GPU: AMD Radeon HD 5770 2GB
RAM: 4GB DDR3 1333MHz
Storage: Samsung Spinpoint F3 - 500 GB


Average UPS: 26200
Average FPS: 26.2
Screenshot: http://i.imgur.com/RY4TSa9.png
Screenshot
by Rwn
Mon Dec 07, 2015 11:12 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 179906

Re: Bob mods for 0.12

Just tried your mods (well, "just", I mean two weeks and around 70-80h of gameplay ago on two different maps, one without RSO and another with it...), all I can say is that I love them and would now have a hard time coming back to a vanilla which would taste a bit bland... Well, this is li...
by Rwn
Mon Nov 30, 2015 5:50 pm
Forum: Balancing
Topic: Balancing research speed - marginally decreasing lab efficiency
Replies: 14
Views: 32780

Re: Balancing research speed - marginally decreasing lab efficiency

Some additional info about the different functions suggested above, from the most "lenient" to the most "severe" compared to the current behavior: - Square root makes increasing research speed linearly depend on fast your research already is. To have the speed of 1 "fully ef...
by Rwn
Mon Nov 30, 2015 7:36 am
Forum: Balancing
Topic: Balancing research speed - marginally decreasing lab efficiency
Replies: 14
Views: 32780

Balancing research speed - marginally decreasing lab efficiency

Hi everyone, I'd like to suggest a solution to a problem that has been bothering me for quite a long time. Beware, bits theorycrafting and maths ahead, but really, it's much simpler than it might looks by the length of this post ;) Basically, the pace of a Factorio game is mostly depending on two pa...
by Rwn
Tue Nov 03, 2015 10:13 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 210935

Re: Electric energy

A relatively simple suggestion to make power management a little bit deeper. Also heavily based on real challenges faced in the power industry. Currently, managing power is very straightforward : build a lot of coal-based steam engines (boilers and steam engines should be merged by the way, currentl...
by Rwn
Fri Sep 18, 2015 6:11 pm
Forum: News
Topic: Friday Facts #104 - Deadlines ahead
Replies: 63
Views: 47409

Re: Friday Facts #104 - Deadlines ahead

Basically, if all goes well we will start the Steam Greenlight sometimes in October (yes, this year :)) and then release on Steam ASAP. The "dream" release date would be early November to avoid winter steam sales period. Somehow the feeling is that it is not a good idea to come up with a ...
by Rwn
Fri Aug 28, 2015 9:10 pm
Forum: News
Topic: Friday Facts #101 - The players are real people
Replies: 96
Views: 62003

Re: Friday Facts #101 - The players are real people

I wanted to avoid politics in this blog Please do. Whether I agree, disagree or don't care about those grants and how they're awarded is irrelevant - I read FFF because it's focused on Factorio, its development, technical stuff etc. From my experience topics like that only result in massive flame w...
by Rwn
Fri Jul 31, 2015 6:23 pm
Forum: News
Topic: Friday Facts #97 - Greenlight preparations
Replies: 46
Views: 40386

Re: Friday Facts #97 - Greenlight preparations

About achievements, it's not just about giving goals to the players, it's also a way for the devs to get valuable insight on how people play your games. That's why you sometimes have achievements that look very straightforward ("finished level 1", "opened the in-game help"...) - ...

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