Search found 109 matches
- Mon Jun 21, 2021 3:55 pm
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 72994
Re: Friday Facts #366 - The only way to go fast, is to go well!
Thanks for the posting! I shared it with many of my coworkers at my fintech company, and there was a strong show of gratitude for it. Always great to see the struggle towards progress rather than just the end result.
- Sun May 31, 2020 1:31 am
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 44120
Re: Request: Max number of trains for stations
Would also like max trains on a station.
- Sun Mar 22, 2020 7:26 pm
- Forum: Outdated/Not implemented
- Topic: Replacing ghosts with entities via clicking
- Replies: 1
- Views: 1277
Replacing ghosts with entities via clicking
TL;DR Allow individual blueprint ghosts to be built with an empty hand click. What ? IIRC, there were some dev blog stating that it'd be cool to see blueprints be more useful in the early game. There are a couple of mods that attempt to do this by replicating the action of construction bots, such a...
- Wed Jan 29, 2020 12:41 am
- Forum: General discussion
- Topic: What do you call a large group of biters?
- Replies: 13
- Views: 4364
Re: What do you call a large group of biters?
"Watch out for that flock!"
"Watch out for that horde!"
"Watch out for that murder!"
"Watch out for that gaggle.. ??!"
"Watch out for that horde!"
"Watch out for that murder!"
"Watch out for that gaggle.. ??!"
- Fri Jan 24, 2020 10:13 pm
- Forum: General discussion
- Topic: Whats the point?
- Replies: 13
- Views: 5751
Re: Whats the point?
The point is entertainment. If you have experienced so much of the game that you are starting to lose enjoyment, you've completed the game. Some hit that point at 2 hours. Some will at 2,000 hours (or more!).
The hope is that you got your moneys worth, nothing wrong with moving on.
The hope is that you got your moneys worth, nothing wrong with moving on.
- Tue Jan 14, 2020 6:17 pm
- Forum: General discussion
- Topic: Wish Merchandising : Stickers...
- Replies: 5
- Views: 2624
Re: Wish Merchandising : Stickers...
I'd love some factorio swag for my desk at work, and I'd love to send my kids to school with some factorio swag as well.
- Tue Jan 07, 2020 1:21 am
- Forum: General discussion
- Topic: How's the pvp in the game?
- Replies: 9
- Views: 6396
Re: How's the pvp in the game?
Part of me wants to make a mod to help out. Say, PVP can only occur on a seperate surface, but that surface has some awesome benefit. Or make non-combat buildings immune to players, but there is a flag in each base you can capture for a reward (science packs?) Maybe implement a catch up feature of s...
- Thu Dec 26, 2019 7:16 pm
- Forum: General discussion
- Topic: How's the pvp in the game?
- Replies: 9
- Views: 6396
How's the pvp in the game?
Hey all, I'm planning to do some factorio this comung summer as a team building exercise. I'm somewhat considering player vs player, but not sure how it plays out typically. When do players typically find each other? Are you driving tanks, cars, or neither? Are turrets effective defense? Are land mi...
- Tue Oct 08, 2019 7:35 pm
- Forum: General discussion
- Topic: Are layers seperately threaded?
- Replies: 7
- Views: 3054
Re: Are layers seperately threaded?
Different surfaces still have the same problem with threading as anything else The main thing I see, is that scripts can access any surface. So when an entity dies, a script could add/remove other things from other surfaces Thats true. Putting multi threaded programming concerns on mod devs would b...
- Tue Oct 08, 2019 7:31 pm
- Forum: General discussion
- Topic: Are layers seperately threaded?
- Replies: 7
- Views: 3054
Re: Are layers seperately threaded?
The single-thread design is only one of the bottlenecks. RAM latency is another one, sometimes even the primary bottleneck . If you solve multithreading, you will still be stuck on RAM latency. The hope is that hardware will improve. Memory overclocking is becoming more widespread, and there are su...
- Tue Oct 08, 2019 7:27 pm
- Forum: General discussion
- Topic: Are layers seperately threaded?
- Replies: 7
- Views: 3054
Re: Are layers seperately threaded?
It's a wonderfully complex problem but not an impossible one. I'm curious if it's possible to identify and define distinct blocks of area and put each area on its own thread. For example, train pathing probably doesn't need to be on the same thread as inserters deciding to take items. This is withi...
- Tue Oct 08, 2019 6:21 pm
- Forum: General discussion
- Topic: Are layers seperately threaded?
- Replies: 7
- Views: 3054
Are layers seperately threaded?
It was noted that modding will be the lifeblood of factorio after 1.0. Given that, and seeing the trend for cpus is more cores, we may have to rely on Mods for performance bumps. Clusterio gave us mutlithreading, but that involves seperate instaces of factorio running. Itd be really cool if surfaces...
- Fri Aug 16, 2019 11:01 pm
- Forum: General discussion
- Topic: Inserter removing fuel from burner mining drill
- Replies: 3
- Views: 3344
Re: Inserter removing fuel from burner mining drill
This was used to great effect when we had 1x1 boilers.
- Sun Aug 04, 2019 3:10 pm
- Forum: General discussion
- Topic: Lower Level, Non-Slotted Armor
- Replies: 11
- Views: 3676
Re: Lower Level, Non-Slotted Armor
Armor is essntial for some death worlds
- Tue Jul 02, 2019 6:51 pm
- Forum: General discussion
- Topic: How does uranium processing not cause desync?
- Replies: 31
- Views: 8652
Re: How does uranium processing not cause desync?
A seed is picked, and then operations are done in order for all computers. So, you'll get the same random number for each computer.
- Sun Jun 30, 2019 9:13 pm
- Forum: General discussion
- Topic: Should standing next to an active reactor harm player health?
- Replies: 42
- Views: 15032
Re: Should standing next to an active reactor harm player health?
Not sure about the reactor, it is incased, kinda like one on a nuclear submarine (the inner reator room is three stories) larger subs get up to 500mw, so id say our reactors are large for the power they make. Perhaps because it is an entire room on the inside, like a submarine. If we wanted this, i ...
- Wed Jun 19, 2019 7:29 pm
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 15211
Re: Train cornering speed limit - variable radius corners
Simular to loaders, i think we want to avoid item bloat.
- Fri Jun 14, 2019 3:57 am
- Forum: General discussion
- Topic: Understanding pipe capacity - important for large scale refineries
- Replies: 12
- Views: 28155
Re: Understanding pipe capacity - important for large scale refineries
I thought that some of thd fluid dynamics was released, but i could be horribly wrong.
- Fri Jun 14, 2019 3:54 am
- Forum: General discussion
- Topic: It's not a bug, but..
- Replies: 2
- Views: 1615
Re: It's not a bug, but..
They took an icon meant for the inventory system for the research icon and havent creatrd a high res version yet. Game is still early access :p
- Thu Jun 13, 2019 7:41 pm
- Forum: General discussion
- Topic: Redesign the entire railway system. Again!
- Replies: 20
- Views: 10564
Re: Redesign the entire railway system. Again!
Branches make it harder for the pathfinder too, since it had to check every branch.
Reducing branching (each of your junctions adds at least 3 branches the train could take), or adding waypoint stations can help.
Reducing branching (each of your junctions adds at least 3 branches the train could take), or adding waypoint stations can help.