Search found 47 matches

by bartekltg
Fri Sep 13, 2019 1:08 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 109340

Re: Friday Facts #309 - Controversial opinions

Adding limit how many bots can access chests does not solve the problem. You can create more chests instead. Here is another better solution for bots. Yes... As intended. If one wants huge transfers using bots, the 'airport' is needed. Bunch of chests and inserters. If somebody worked for 200 items...
by bartekltg
Mon Sep 02, 2019 4:00 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 109340

Re: Friday Facts #309 - Controversial opinions

In one of the discussions was proposed a more or less easy fix for robots. >There is no reason to mess with belts at all when bots can 'teleport' unlimited resources between storage chests. Chests can get a limit on how much robots per second can access it. The other bots are just waiting, a similar...
by bartekltg
Fri Apr 12, 2019 6:15 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 35447

Re: Friday Facts #290 - Rail building changes & High-res icons

ninjayeti wrote: ↑
Fri Apr 12, 2019 5:59 pm
The sight of three interlocking gears makes me cringe...
pic
by bartekltg
Mon Mar 18, 2019 11:05 am
Forum: General discussion
Topic: New biter graphics make hunting difficult (pic)
Replies: 17
Views: 4738

Re: New biter graphics make hunting difficult (pic)

The antagonist should be worthy of a fight, otherwise I'm just a monster. But... you are. You commit an Insectocide, because they are in your way to get more rockets per minute. The bugs aren't villains, they are animals that try to defend themselves from a huge stinking colony that emits something...
by bartekltg
Thu Mar 07, 2019 4:58 pm
Forum: Duplicates
Topic: [0.17.7] [Linux] Crash on start at 75% (png_safe_error)
Replies: 6
Views: 1923

Re: [0.17.7] Crash on start at 75%

Does the game load now? Yes. The game also loaded almost always in 0.17.7, the error occurred only once. I ran it at least once (I played yesterday) before the bug and couple of times after (I turned it off and on to check if it would happen again). If there is nothing obvious in the log, it would ...
by bartekltg
Thu Mar 07, 2019 3:45 pm
Forum: Duplicates
Topic: [0.17.7] [Linux] Crash on start at 75% (png_safe_error)
Replies: 6
Views: 1923

Re: [0.17.7] Crash on start at 75%

Sorry, I have already updated to *.8.
by bartekltg
Thu Mar 07, 2019 1:51 pm
Forum: Duplicates
Topic: [0.17.7] [Linux] Crash on start at 75% (png_safe_error)
Replies: 6
Views: 1923

[0.17.7] [Linux] Crash on start at 75% (png_safe_error)

Happened only once (I played a day earlier the same version and after a bug tried to recreate a couple of times), around "75% loading".
factorio-current_14_22.log
(14.84 KiB) Downloaded 135 times
Linux, steam, AMD cpu with F2 bios.
by bartekltg
Wed Mar 06, 2019 11:18 am
Forum: General discussion
Topic: Some 0.17.6 changes in the campaign
Replies: 34
Views: 9917

Re: Some 0.17.6 changes in the campaign

Yes, he still destroys your iron miners. Fraking toasters! In 0.17.04 he not only run over them but also builds the automated iron mine over the one built by me. Also, run over a turret if placed in a nice spot on a cliff near south-east entrance. The turret was expendable, the fat stack of ammo on...
by bartekltg
Wed Mar 06, 2019 1:40 am
Forum: General discussion
Topic: Some 0.17.6 changes in the campaign
Replies: 34
Views: 9917

Re: Some 0.17.6 changes in the campaign

Is Compilatron still killing our buildings?
by bartekltg
Tue Jan 23, 2018 7:24 pm
Forum: Releases
Topic: Version 0.16.18
Replies: 26
Views: 17909

Re: Version 0.16.18

@belt buff. -Is the idea to 'discretize' belts still under consideration? This means that object can be placed only in a set of points/nodes on the belt, and these points are every x, where x is the minimal possible distance between objects on belts. This will cause that if there is empty space on t...
by bartekltg
Thu Jan 11, 2018 2:33 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338503

Re: Friday Facts #224 - Bots versus belts

I didn't read all 41 pages of this thread, so, if I'm repeating - sorry. One of the topics here was how to nerf bots in a sane way. Many ideas, like ground bots and interacting bost, were unacceptable because they strip boots off their main advantage - computational effectivity. A bot do almost noth...
by bartekltg
Sun May 28, 2017 11:37 pm
Forum: General discussion
Topic: Nuclear component heat capacity
Replies: 9
Views: 4648

Re: Nuclear component heat capacity

But I haven't seen anyone run the numbers on how much energy is stored by the reactors and heat pipes themselves, You just haven't read my posts;-) But it was inside other threads. I like it phrased in that way: to store one fuel cell (8GJ, "burned" without bonus) we need 16 heatpipes (wo...
by bartekltg
Sun May 21, 2017 10:47 am
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 50797

Re: Version 0.15.12

With the current way the heat pipes work, however, it doesn't seem practical for three reasons: 1) Heat drains out of the reactor and pipes verrry slowly making the feedback time very looong 2) When the heat pipes reach 500C, the steam engines drop to zero output in only a few seconds 3) Single qua...
by bartekltg
Thu May 18, 2017 8:29 pm
Forum: General discussion
Topic: What programming language Factorio is written in?
Replies: 38
Views: 39438

Re: What programming language Factorio is written in?

While many people learned c++ after c, learning c only for later learning c++ this is far from optimal. You will invest time to learn c, then more to unlearn most of it:) Tricks "from c" can be used in c++, but this is not how one should write in c++ most of the times. Just grab a _modern_...
by bartekltg
Wed May 17, 2017 11:12 am
Forum: Releases
Topic: Version 0.15.11
Replies: 100
Views: 50336

Re: Version 0.15.11

I was sure I send it earlier: It shouldn't make the efficient nuclear setups impossible, it should force you to build heat pipes shorter and branch faster. The original idea of the whole heatpipe system was to force some kind of fractal designs, which is probably not going to happen, but this should...
by bartekltg
Wed May 17, 2017 1:49 am
Forum: General discussion
Topic: [0.15] Map presets comparison on one picture.
Replies: 2
Views: 2106

Re: [0.15] Map presets comparison on one picture.

I wonder... how to combine marathon/DW with rail world? I assume you would just copy rail world's Resource Settings and keep the marathon/DW Advanced Settings? It would be crazy tho! :-) This is exactly my point. How to combine it and not get killed for stupid reasons. Like "you do not have en...
by bartekltg
Tue May 16, 2017 10:53 pm
Forum: Releases
Topic: Version 0.15.11
Replies: 100
Views: 50336

Re: Version 0.15.11

It's not broken, you just don't understand the new mechanic (*edit* - you missed the issue of a perfect heat balance - see below). Heat pipes appear to now have a static 1C delta from pipe to pipe. Yes, this is it. When we subtract 'pipe polarization' for ~50 pipes: ([ 692-512, 624-509, 601-509] -5...
by bartekltg
Tue May 16, 2017 9:10 pm
Forum: Releases
Topic: Version 0.15.11
Replies: 100
Views: 50336

Re: Version 0.15.11

[*]Tweaked the way heat pipes work, mainly to make it work the same regardless order of build. (https://forums.factorio.com/44972) Still broken:( Edit: It works as intended, there is (see malventano posts) just 1degree gradient. A bit unphisical for me, but it works and gives mostly good behavior.[...
by bartekltg
Mon May 15, 2017 10:32 am
Forum: News
Topic: Friday Facts #190 - The quiet days
Replies: 68
Views: 36368

Re: Friday Facts #190 - The quiet days

When a player joins a multiplayer game, no matter how long he has been on that server, he will earn all the achievements earned in the map. This was especially detrimental to new players, who might just want to have a peek at another factory, before diving in and experiencing the game fully themsel...
by bartekltg
Sat May 13, 2017 9:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 39734

Re: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile

You could treat the reactors as one giant node, which is more inline with how the game treats them anyway. It is treated exactly that way. I'll admit it is cool that heat pipes are a heat simulation, but what might be more relevant is simulating them as a set of pipes that behave consistently regar...

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