Search found 86 matches

by Jarin
Fri May 05, 2017 10:54 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 80693

Re: Friday Facts #189 - Specifying the 1.0

Can we please please *please* have the ability to drive straight down a road without having to install a mod?
by Jarin
Thu May 04, 2017 6:42 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 53997

Re: [MOD 0.14] Vehicle Wagon 1.0.6

Any idea if/when you'll be releasing an 0.15 version? Or is this a "wait for stable release" situation?
by Jarin
Wed May 03, 2017 10:26 pm
Forum: General discussion
Topic: Fluids, Pipes and Pumps
Replies: 13
Views: 65114

Re: Fluids, Pipes and Pumps

So I'm having a bit of trouble following here. What's the best bet now for moving fluid over distance? In my case, I'm running short trying to feed these new heat exchangers, if not right next to the water.
by Jarin
Wed May 03, 2017 4:05 pm
Forum: General discussion
Topic: Is that piece of junk toy rocket an atomic bomb ???!
Replies: 35
Views: 13225

Re: Is that piece of junk toy rocket an atomic bomb ???!

I start to wonder if people are playing a different version of the game than I am. I lob a nuke, then *RUN* because it's going to obliterate everything in the area, and the blast radius is larger than my firing range.
by Jarin
Tue May 02, 2017 2:35 am
Forum: General discussion
Topic: Throttling Nuclear Reactors; control rods research?
Replies: 11
Views: 6015

Re: Throttling Nuclear Reactors; control rods research?

You can already throttle nuclear fuel consumption by using fluid tanks to store steam, and circuit networks to only load fuel when steam runs low. Here's a save with an example reactor design. I don't see "steam" as an option to filter on with my circuit network. It's not listed in fluids...
by Jarin
Mon May 01, 2017 7:23 pm
Forum: General discussion
Topic: Throttling Nuclear Reactors; control rods research?
Replies: 11
Views: 6015

Re: Throttling Nuclear Reactors; control rods research?

You can already throttle nuclear fuel consumption by using fluid tanks to store steam, and circuit networks to only load fuel when steam runs low. Here's a save with an example reactor design. I don't see "steam" as an option to filter on with my circuit network. It's not listed in fluids...
by Jarin
Mon May 01, 2017 5:30 am
Forum: General discussion
Topic: Throttling Nuclear Reactors; control rods research?
Replies: 11
Views: 6015

Throttling Nuclear Reactors; control rods research?

It seems odd to me that there's no throttling of nuclear power, considering that the process is fairly simple, and that other power sources don't have issues with overconsumption. Could we get some sort of control rods tech maybe, to allow adjustment of fuel consumption? Even if the insertion percen...
by Jarin
Fri Apr 28, 2017 5:30 am
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 47069

Re: [0.15.*] Feedback topic

How does this compare with the new "train world" vanilla game setting?
by Jarin
Fri Mar 24, 2017 7:04 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 74597

Re: Friday Facts #183 - Aiming for the release date

I've said it before, but I just feel the need to reiterate...

I absolutely love the level of dev communication on this game. If some other games I follow did half as much, I'd be a very happy person.
by Jarin
Fri Mar 17, 2017 6:03 pm
Forum: News
Topic: Friday Facts #182 - Optimizations, always more optimizations
Replies: 94
Views: 45492

Re: Friday Facts #182 - Optimizations, always more optimizations

I love reading these little behind the scenes details. Friday Facts is honestly one of the highlights of my week.
by Jarin
Fri Feb 10, 2017 7:35 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 56034

Re: Friday Facts #177 - Difficulty settings

I've said it before, but I'll say it again. I absolutely love your continuing dedication to game performance. It's fun to hear about these odd little bits in the code that you're cleaning up, too.
by Jarin
Wed Feb 01, 2017 7:10 pm
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 44273

Re: Friday Facts #175 - Programmable Speaker

I don't know how they did it for the demo video, but you can do it just by dropping items on the belt or by placing them one at a time into a chest with an inserter emptying it. Labour-intensive, but not difficult ;) I was thinking about the chest/inserter, but I don't know how to get it all perfec...
by Jarin
Tue Jan 31, 2017 10:14 pm
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 44273

Re: Friday Facts #175 - Programmable Speaker

I just wanna know how you sequenced those items on the belts. o.o To sidetrack from the "I don't want speakers" complaints, going to quote myself here. Seriously, I don't know if this is a failure of my imagination or what, but is there actually a way to sequence a conveyor belt like in t...
by Jarin
Sun Jan 29, 2017 8:54 am
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 44273

Re: Friday Facts #175 - Programmable Speaker

I just wanna know how you sequenced those items on the belts. o.o
by Jarin
Sat Dec 17, 2016 4:07 am
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 70053

Re: Friday Facts #169 - Combat revisit 2

If I may offer a "simple" solution to clearing out biter nests in the late game, that makes it fun, intuitive while also resource/investment heavy: Modular awesome tank behemots, like this: http://i.imgur.com/2ITNMTr.jpg But with a grid like we have for power armor - let us put shield and...
by Jarin
Sat Dec 17, 2016 4:04 am
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 70053

Re: Friday Facts #169 - Combat revisit 2

Regarding turret creep, I'll second what someone earlier suggested with the "mortar" worm, lobbing slow projectiles that priority-target structures. Regarding weapon balance, I have only one comment. I REALLY think the rocket launcher should not be rapid fire. Instead of raising its RoF, j...
by Jarin
Sat Nov 12, 2016 10:27 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 117218

Re: Friday Facts #164 - Nuclear power

Until this time factorio was a game which could open up your creativity and did forgive you any kinds of mistakes letting you find your own way of playing it. You can also change the way you play at any moment by redoing your whole base if you wish. This is only true if you play on peaceful. Mistak...
by Jarin
Sat Sep 24, 2016 6:05 pm
Forum: News
Topic: Friday facts #157 - We are able to eat paper, but we don't do it
Replies: 91
Views: 44738

Re: Friday facts #157 - We are able to eat paper, but we don't do it

Guys, I'm pretty sure the terrain decorations aren't going to be randomly changing. They said they're changing how it's saved, not "not saving it at all".
by Jarin
Fri Aug 26, 2016 6:47 pm
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 49606

Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental

Need a train schedle departure requirement of "have recovered all robots"
by Jarin
Fri Jul 22, 2016 2:39 pm
Forum: General discussion
Topic: How to store 4 trillion square tiles of map in just 8 GB RAM
Replies: 19
Views: 11177

Re: How to store 4 trillion square tiles of map in just 8 GB RAM

And again, just having the map revealed doesn't load it in memory. You'd have to make every single map chunk "active". Requiring thousands of radar units and some way to power them.

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