Search found 192 matches

by psihius
Sun Apr 19, 2020 10:12 pm
Forum: Modding discussion
Topic: Clusterio 2.0 Developments
Replies: 4
Views: 5280

Re: Clusterio 2.0 Developments

The added documentation will be really nice. It took me a whole afternoon to figure out how to get Clusterio running and I don't know where to begin to make a plugin. I have been using Clusterio just to build singleplayer megabases for a while now and it has worked really well. If there was a very ...
by psihius
Wed Apr 08, 2020 9:34 am
Forum: Modding discussion
Topic: Clusterio 2.0 Developments
Replies: 4
Views: 5280

Re: Clusterio 2.0 Developments

We also have a Discord where we do all types of collaboration with the development of Clusterio: https://discord.gg/jdRAYaG
by psihius
Fri Jan 17, 2020 4:47 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 42074

Re: Friday Facts #330 - Main menu and File Share Shenanigans

And that is why people shell out money for Synology NAS stations :) Also, ZFS on Linux has issues and Linus recently wrote a whole tirade on why it will probably never be properly supported on Linux, so you might want to rethink your FS choices. But if anything, unRAID might be a good choice for you...
by psihius
Fri Aug 23, 2019 2:03 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 125939

Re: Friday Facts #309 - Controversial opinions

By the end of the blog post, I had a distinct feeling that you have enough grievances/stuff built up to start developing Factorio 2 :D I mean I liked almost everything, and some of the things that require rebuilding almost from scratch are a good excuse to do Factorio 2 :D Also, you could make a lot...
by psihius
Wed Aug 21, 2019 10:49 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 94632

Re: Nauvis Post Collapse (16GB ram minimum required)

Thanks for the map, started the playthrough on the FactorioMMO community - first episode lands in the evening 22nd on the channel. We did hook up to those generators immediately :) One thing i will say - running the map requires very fast CPU. Map neeeds optimizing - too many entities and too many e...
by psihius
Thu Jul 25, 2019 9:51 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236972

Re: Friday Facts #304 - Small bugs; Big changes

IronCartographer wrote:
Thu Jul 25, 2019 9:30 am
psihius wrote:
Thu Jul 25, 2019 9:10 am
Well, I know I'm a veteran...but I'm always starved by heavy.
psihius wrote:
Thu Jul 25, 2019 9:08 am
in the early game you build a lot of blue level belts
Subjective game stages based on experience, indeed. :lol:
True, these days if I go for a bus, I just design it for the blue belt from the ground up.
by psihius
Thu Jul 25, 2019 9:10 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236972

Re: Friday Facts #304 - Small bugs; Big changes

Another possible downside is that now I can't choose to stay with Basic Oil Processing for more Heavy Oil. I think Heavy Oil is more valuable than you realize, and Advanced Oil Processing doesn't really generate enough of it a lot of the time. Incidentally, if basic refining gave only light oil, pl...
by psihius
Thu Jul 25, 2019 9:08 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236972

Re: Friday Facts #304 - Small bugs; Big changes

That is actually another balancing downside - in the early game you build a lot of blue level belts - they eat Lubricant like crazy. I always have to switch to Basic Oil Processing for heavy oil until I scale-out significantly, on my last run I was not getting enough heavy oil by far and I was also ...
by psihius
Tue Jul 23, 2019 1:09 pm
Forum: Outdated/Not implemented
Topic: Water tiles: add a flag that tile can or cannot be landfilled
Replies: 5
Views: 2754

Re: Water tiles: add a flag that tile can or cannot be landfilled

Ah, nodding required. Okay, I though it can be done from.editor vanila style.
by psihius
Tue Jul 23, 2019 12:08 pm
Forum: Outdated/Not implemented
Topic: Water tiles: add a flag that tile can or cannot be landfilled
Replies: 5
Views: 2754

Re: Water tiles: add a flag that tile can or cannot be landfilled

I did not find how to do it then or I'm confused by the editor. Help? :)
by psihius
Tue Jul 23, 2019 11:18 am
Forum: Outdated/Not implemented
Topic: Water tiles: add a flag that tile can or cannot be landfilled
Replies: 5
Views: 2754

Water tiles: add a flag that tile can or cannot be landfilled

Came out of this: https://forums.factorio.com/viewtopic.php?f=23&t=73570 Since it is not a bug, but intentional, I propose to actually make it a thing so in the editor when crafting maps we are able to make any water tile fillable or non-fillable. Since shallow water tiles already have a non-fil...
by psihius
Tue Jul 23, 2019 11:06 am
Forum: Not a bug
Topic: [0.17.58] Unable to landfill shallow water tiles
Replies: 3
Views: 1711

Re: [0.17.58] Unable to landfill shallow water tiles

Understood. Follow up question then - can, maybe, a fillable type of tile be added? Same graphics, just an additional landfillable type? Using a mix of fillable and non-fillable tiles in the editor can give a lot of interesting options for creating maps :) Edit: Actually to think about it - this can...
by psihius
Tue Jul 23, 2019 11:01 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236972

Re: Friday Facts #304 - Small bugs; Big changes

Let's get back to what actually matters in Factorio - numbers, ratios and efficiency (all kinds)! :) I get that you're being semi-facetious here, and I feel the same way but... not really ? Taking all that into account, it is still performance and time-wise easier to deal with a basic recipe than s...
by psihius
Tue Jul 23, 2019 10:51 am
Forum: Not a bug
Topic: [0.17.58] Unable to landfill shallow water tiles
Replies: 3
Views: 1711

[0.17.58] Unable to landfill shallow water tiles

Probably been there since the introduction of the tiles, just nobody had messed with them yet to the level and scale I did yesterday :) Had a hand-crafted map (basically replaced all the water tiles with shallow water for gameplay reasons on Gridlock) and during the game found out that you actually ...
by psihius
Tue Jul 23, 2019 10:24 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236972

Re: Friday Facts #304 - Small bugs; Big changes

Let's get back to what actually matters in Factorio - numbers, ratios and efficiency (all kinds)! :) So, I did some math and had discussions in my circle with other experienced players I know (which is not a small amount) and here's the conclusion - we are in agreement that it is going to be more ef...
by psihius
Sun Jul 21, 2019 8:12 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236972

Re: Friday Facts #304 - Small bugs; Big changes

On a second thought, what I like most about the oil changed has been pointed out by the 5th horseman here I have NEVER been able to remember which of the refineries both inputs I had to "reserve" during basic oil processing use for water with advanced oil processing use. Each and every ti...
by psihius
Sat Jul 20, 2019 11:54 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236972

Re: Friday Facts #304 - Small bugs; Big changes

I talked to my peers about this change, trying to see it from different angles and honestly for me, as an advanced player and into mega base stuff (as many of my peers are too from multiple communities), you just gave a UPS blessing. Back of the napking on the fly math in my head just says: I do no...
by psihius
Sat Jul 20, 2019 11:29 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236972

Re: Friday Facts #304 - Small bugs; Big changes

I talked to my peers about this change, trying to see it from different angles and honestly for me, as an advanced player and into mega base stuff (as many of my peers are too from multiple communities), you just gave a UPS blessing. Back of the napking on the fly math in my head just says: I do not...
by psihius
Fri Jul 19, 2019 11:31 am
Forum: 1 / 0 magic
Topic: [0.16.51] Server with custom port sets different port than specified
Replies: 18
Views: 10746

Re: [0.16.51] Server with custom port sets different port than specified

Also maybe check that game is connectable from the ping-pong server and fail loudly if the port is actually not reachable? It sucks to have users report after 2-3 hours that they can't enter a server and 80% just thought "oh well, I'm gonna go elsewhere". But it is reachable. The ping-pon...
by psihius
Fri Jul 19, 2019 10:42 am
Forum: 1 / 0 magic
Topic: [0.16.51] Server with custom port sets different port than specified
Replies: 18
Views: 10746

Re: [0.16.51] Server with custom port sets different port than specified

We think we did identify why this might be happening - it is possible that Docker needs some stern configuration directives that do not allow it to have a mind of it's own. So far we do not know if that is even possible, but it also does not make it easy because it is random. The failure rate is bet...

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