Search found 32 matches
- 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- Forum: Outdated/Not implemented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...
- 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...
- 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 ...
- 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...
- 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 ?
- 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...
- 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...
- 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
Pillars of Eternity has an achievement exclusive to Kickstarter backers.Zeblote wrote:Steam doesn't allow unobtainable achievements.
- 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...
- 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...
- 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 ...
- 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...
- 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
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
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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"...) - ...