Search found 212 matches

by Caine
Mon Mar 26, 2018 12:18 pm
Forum: Technical Help
Topic: Factorio can permanently destroy a graphics card!
Replies: 26
Views: 1901

Re: Factorio can permanently destroy a graphics card!

I am sorry for the loss of your hardware and I can understand that you are frustrated by what happened.

That said, you have a very flawed understanding of how computer hardware and software works.
by Caine
Mon Mar 26, 2018 7:36 am
Forum: Gameplay Help
Topic: Bus design questions and considerations
Replies: 15
Views: 1368

Re: Bus design questions and considerations

The bus is a building style for convenience and expandability, not efficiency or cost effectiveness. Items on a saturated belt are never used. For every item consumed on one end, one is directly produced on the other end (otherwise the belt would not be saturated). It is a huge buffer to instantly t...
by Caine
Tue Mar 13, 2018 6:32 am
Forum: General discussion
Topic: Factorio should have DLC.
Replies: 94
Views: 6883

Re: Factorio should have DLC.

people tend to forget what DLC is... DLC is not money. DLC is DOWNLOADABLE CONTENT. Strictly speaking you are right, but language is a living thing. As you stated, companies like EA have warped the meaning of the word and unfortunately it is utilised in the EA way more often than in the original me...
by Caine
Mon Mar 12, 2018 6:56 pm
Forum: Releases
Topic: Version 0.16.29
Replies: 22
Views: 7595

Re: Version 0.16.29

Aidan647 wrote:Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535. :?: :?: :?:
8bits (1 byte) changed to 16bits (2 bytes) by the look of it.
by Caine
Mon Mar 12, 2018 7:39 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 110
Views: 10479

Re: So... Let's talk about bots, and how to fix them properly...

Adding the ability to throw a full stack of an item (IE 200 electrical circuits, 100 Metal Plates or 50 Ore) as a single unit on a belt would cause belts to FAR exceed the max capacity of bots It would also make belts compete on throughput with trains, thus creating an imbalance between trains and ...
by Caine
Sun Mar 11, 2018 8:51 pm
Forum: General discussion
Topic: Factorio should have DLC.
Replies: 94
Views: 6883

Re: Factorio should have DLC.

Perhaps down the road a factorio 2, but no DLC please. As far as I am concerned, the whole idea of DLC should die in a fire.
by Caine
Sun Mar 11, 2018 8:32 am
Forum: News
Topic: Friday Facts #233 - Wiki admin
Replies: 23
Views: 4985

Re: Friday Facts #233 - Wiki admin

Congrats on the new job @Bilka.
by Caine
Sun Mar 11, 2018 8:24 am
Forum: Ideas and Suggestions
Topic: Difference (or net production) graph in production grapn
Replies: 11
Views: 708

Re: Difference (or net production) graph in production grapn

A very good idea, I would like to see this added.
by Caine
Sun Mar 04, 2018 10:16 am
Forum: Off topic
Topic: Random Word Association Game
Replies: 468
Views: 68783

Re: Random Word Association Game

Tapestry
by Caine
Sat Mar 03, 2018 11:51 am
Forum: Off topic
Topic: Factorissimo as game concept
Replies: 10
Views: 1810

Re: Factorissimo as game concept

Blackboxing a simulated factorissimo factory only works when it has no side-effects. For example, a factory does not need to output anything, it can store end-products internally. If the internal state of the factory matters in any way (buffer chests, circuit network state, non-constant belt saturat...
by Caine
Sat Mar 03, 2018 11:23 am
Forum: Ideas and Suggestions
Topic: Pack inserter
Replies: 2
Views: 221

Re: Pack inserter

This has been proposed many, many, many times before (read the monster threads about those FFFs about it). There is even one or more mods that do this, but I forgot which ones. I am sure someone else can point you to them.
by Caine
Sat Mar 03, 2018 11:20 am
Forum: Ideas and Suggestions
Topic: Factorio needs to be brighter (w/ images and source code)
Replies: 22
Views: 1339

Re: Factorio needs to be brighter (w/ images and source code)

I'm really at a loss to understand how anyone can think the original brightness is better, other than simply being in shock at seeing something different than what they're used to. I didn't start out with it that bright, but after I got used to my first smaller increase in brightness, it clearly ne...
by Caine
Fri Mar 02, 2018 9:24 am
Forum: Off topic
Topic: Random Word Association Game
Replies: 468
Views: 68783

Re: Random Word Association Game

by Caine
Fri Mar 02, 2018 9:18 am
Forum: Ideas and Suggestions
Topic: Bot network automatically upgrade everything
Replies: 7
Views: 532

Re: Bot network automatically upgrade everything

Upgrading a belt or assembler completely destroys the finely tuned throughput calculations of a sub-factory module. So if implemented in any form, this should not be fully automatic.
by Caine
Fri Mar 02, 2018 9:11 am
Forum: Gameplay Help
Topic: Inverting circuit signal
Replies: 9
Views: 577

Re: Inverting circuit sign

Currently the only way to remove a signal out of a set is be setting its value to zero, explicit zeros would break that. Edit: I guess you could add a Each != 0 decider after the arith+diode, but it doubles the latency and adds a third combi to the single signal filter case. Edit2: actually it coul...
by Caine
Thu Mar 01, 2018 6:58 am
Forum: Ideas and Suggestions
Topic: Factorio needs to be brighter (w/ images and source code)
Replies: 22
Views: 1339

Re: Factorio needs to be brighter (w/ images and source code)

I still think your modifications look unpleasantly bright. I hope this idea does not happen.
by Caine
Tue Feb 27, 2018 4:23 pm
Forum: Gameplay Help
Topic: Inverting circuit signal
Replies: 9
Views: 577

Re: Inverting circuit signal

You're assuming that a signal of 0 has a value of 0, that is not technically the case. Sure, you can add a condition for [signal] = 0, but actually the value is null. Basically those options only work for signals with a value, and nobody wants this to work any other way. Well, I am not so sure abou...
by Caine
Fri Feb 23, 2018 9:10 am
Forum: Gameplay Help
Topic: Conditional Lab Activation
Replies: 23
Views: 1699

Re: Conditional Lab Activation

You can detect that an inserter is putting science into a lab. If you time the interval between insertions then you can detect when it exceeds some upper-bound to determine when research has stopped.
by Caine
Thu Feb 22, 2018 8:33 am
Forum: Ideas and Suggestions
Topic: Solution To Biters Destroying Power Poles
Replies: 39
Views: 2144

Re: Solution To Biters Destroying Power Poles

mp0011 wrote:Seriously...?

We are the baddies...

You kill entires alien cities, hunderds of little guys, living peacefully for ages, and you are complaining about some poles?
https://www.youtube.com/watch?v=hn1VxaMEjRU
by Caine
Wed Feb 21, 2018 1:32 pm
Forum: Fan Art
Topic: Copper factory
Replies: 6
Views: 1779

Re: Copper factory

the belt is not fully compressed ;) Full compression by itself is not even a desirable property. You just want to prevent machines from stalling down the line which may or may not require full compression. Ideally your belts are as empty as possible without anything stalling, otherwise you are payi...

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