Search found 78 matches

by roothorick
Thu Nov 29, 2018 9:01 pm
Forum: Balancing
Topic: Research changes
Replies: 3
Views: 240

Research changes

This takes into consideration changes that were stated to be happening in FFF. Eliminate Automation 1 Instead, give the basic assembler recipe to the player at the start of the game. Being forced to hand-craft 10 red science in a game that is so heavily focused on automation strikes me as more than ...
by roothorick
Thu Nov 29, 2018 8:07 pm
Forum: General discussion
Topic: Rocket Fuel or Nuclear Fuel for trains?
Replies: 12
Views: 3283

Re: Rocket Fuel or Nuclear Fuel for trains?

Use nuclear fuel except in extreme situations where 4.84GJ isn't enough for the train to make it to the next refueling station. Much more oil-efficient and with Kovarex enrichment you'll have U-235 coming out of your ears. Remember, you can always crack light oil to petrogas, and you never have enou...
by roothorick
Wed Jan 24, 2018 12:09 am
Forum: Combinator Creations
Topic: Fuel Conserving Nuclear Power Setup
Replies: 9
Views: 2619

Re: Fuel Conserving Nuclear Power Setup

Challenge: Design a 2xN nuclear reactor with the minimum number of heat exchangers. It must never waste fuel. Way simpler than it sounds. For 2x1 and 2x2, lay out a grid of 33 or 193 heat pipes next to each reactor respectively. For 2x3 up to ~2x16, put 193 heat pipes next to the end four reactors,...
by roothorick
Tue Jan 23, 2018 9:58 am
Forum: Combinator Creations
Topic: Fuel Conserving Nuclear Power Setup
Replies: 9
Views: 2619

Re: Fuel Conserving Nuclear Power Setup

I took a similar, but simpler approach, using a clock (combinator clock) to count out how long it takes a fuel cell to burn, and combining that with a "steam low" signal to control the fuel inserters. If the reactors aren't active, the circuit network is dormant; in addition, the reaction to low ste...
by roothorick
Tue Jan 23, 2018 3:45 am
Forum: Gameplay Help
Topic: Mega steam engine setup in .16
Replies: 10
Views: 1519

Re: Mega steam engine setup in .16

Out of curiosity, why not nuclear?
by roothorick
Tue Jan 23, 2018 3:44 am
Forum: Duplicates
Topic: [0.16.17] Game won't start, not creating new log file
Replies: 4
Views: 204

Re: [0.16.17] Game won't start, not creating new log file

Seeing the same issue. Running Steam and Factorio from a console, something jumped out at me: /home/roothorick/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio: error while loading shared libraries: libsteam_api.so: cannot open shared object file: No such file or directory Someone forgo...
by roothorick
Wed Jan 10, 2018 9:35 pm
Forum: General discussion
Topic: Reasoning behind blue sciente huge craft time
Replies: 9
Views: 1609

Re: Reasoning behind blue sciente huge craft time

I agree with halving the crafting time of blue pots (12 seconds -> 6 seconds) while keeping the materials cost per-unit the same. It just seems wrong compared to the ostensibly more complex purple and yellow pots. I'd argue also increase crafting time of gray pots (10 seconds -> 14 seconds) to make ...
by roothorick
Fri Jan 05, 2018 10:35 pm
Forum: Ideas and Suggestions
Topic: Achievement: "One small step for man"
Replies: 2
Views: 144

Achievement: "One small step for man"

The description would be a cryptic "Go to space."
Place a car in the rocket, board the rocket, and ride it.
by roothorick
Fri Jan 05, 2018 10:26 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 70099

Re: Friday Facts #224 - Bots versus belts

What I'd suggest: Bots should cost much more. Bot frames should be around 2-3x the materials, and make logistic bots take 2x PU instead of ACs. Chests themselves should be a bottleneck. It takes some fraction of a second for a bot to extract or place an item in a chest, and only one bot can be inter...
by roothorick
Sun Dec 24, 2017 11:12 pm
Forum: Gameplay Help
Topic: Synchronizing artillery with music
Replies: 7
Views: 666

Re: Synchronizing artillery with music

If they turn iwthout ammo, then you should be able to have a large array of them and insert ammo into them sequentially each time you need an artillery shot. ...which you could put in with inserters. Use programmable speakers for the instruments, some combinator logic (okay, A LOT of combinator log...
by roothorick
Sun Dec 24, 2017 11:06 pm
Forum: Duplicates
Topic: [0.16.7] Unknown key: "fluid-contents"
Replies: 0
Views: 69

[0.16.7] Unknown key: "fluid-contents"

Sorry about text readability, tiny laptop screen.
Screenshot from 2017-12-24 17-05-09.png
Screenshot from 2017-12-24 17-05-09.png (682.61 KiB) Viewed 69 times
by roothorick
Sun Dec 24, 2017 7:39 pm
Forum: Ideas and Suggestions
Topic: Support for other LED control APIs
Replies: 4
Views: 386

Support for other LED control APIs

TL;DR Add support to control LEDs on keyboards by other manufacturers via additional APIs. What ? There's a lot more RGB keyboards than just Razer out there. Unfortunately, keyboard/mouse LED control is still a very fragmented thing with every vendor rolling their own API, which means unless you se...
by roothorick
Sun Dec 24, 2017 5:17 am
Forum: Pending
Topic: [kovarex] [0.16.7] Triggering of x/hour achievements delayed
Replies: 3
Views: 261

Re: [0.16.7] Triggering of x/hour achievements delayed

TruePikachu wrote:Is this vanilla or modded?
I'm actually doing a vanilla run for achievement hunting.
by roothorick
Sat Dec 23, 2017 7:07 pm
Forum: Pending
Topic: [kovarex] [0.16.7] Triggering of x/hour achievements delayed
Replies: 3
Views: 261

[kovarex] [0.16.7] Triggering of x/hour achievements delayed

Iron Throne, Circuit Veteran, Computer Age et al These achievements will not trigger at the time the threshold is crossed; the game does not recognize them until the next time that save is loaded, and then all the "pending" production achievements trigger at once. If it matters, this is the Linux St...
by roothorick
Thu Dec 14, 2017 6:36 am
Forum: General discussion
Topic: d3d DLL and texture compression
Replies: 2
Views: 346

d3d DLL and texture compression

This one caught my curiosity and I'd like to know details if possible. Doesn't Factorio use OpenGL for rendering on all platforms? Doesn't the GL host handle texture compression for you (i.e. specify compressed internal format to glTexImage)? What does d3dx9.dll have to do with anything? What happen...
by roothorick
Thu Aug 17, 2017 11:27 am
Forum: Gameplay Help
Topic: Question: Smart Trains
Replies: 8
Views: 816

Re: Question: Smart Trains

When you enable a station then all trains ready to leave will leave. So the trick is to not have them ready to leave. Make the trains wait for a circuit signal and then add some circuit logic that compares how many trains are waiting, how many outpost can fill a train and accordingly send as many g...
by roothorick
Thu Aug 17, 2017 11:10 am
Forum: Gameplay Help
Topic: Question: Smart Trains
Replies: 8
Views: 816

Re: Question: Smart Trains

In theory... run signal wires from each outpost back to the refinery. Have the trains waiting on a circuit condition to continue instead of hunting for the next stop. When an outpost has a load waiting, it not only enables its stop but also sends a signal to the refinery. The refinery then through a...
by roothorick
Thu Aug 17, 2017 5:32 am
Forum: Balancing
Topic: Why do roboports even have repair pack slots?
Replies: 38
Views: 3588

Re: Why do roboports even have repair pack slots?

My border wall spawns several km, Trump would be proud, by the time a bot travels to the supply station, grabs a repair pack and heads to the damaged part it often has been destroyed. If just one stack of packs is available at each roboport along the wall response time is almost instant. If you don...
by roothorick
Thu Aug 17, 2017 4:37 am
Forum: Ideas and Suggestions
Topic: Roboport: statistics for individual roboports
Replies: 1
Views: 201

Roboport: statistics for individual roboports

Simple and straightforward (I hope). Add two new outputs for the "Read robot statistics" mode: "Logistic bots parked here" and "Construction bots parked here", indicating the number of bots currently inside only the roboports attached to that circuit network.. After all, isn't optimizing efficiency ...
by roothorick
Wed Aug 16, 2017 7:05 am
Forum: Balancing
Topic: Why do roboports even have repair pack slots?
Replies: 38
Views: 3588

Why do roboports even have repair pack slots?

It seems a little bizarre to me, to reserve repair packs for a slot that may or may not continue to have construction bots in it in the future, in one specific roboport... and then the bots will grab and use packs in a provider chest hot off the assembler, only to hide them in random roboports where...

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