Search found 22 matches

by scooter010
Sun Nov 15, 2020 4:05 pm
Forum: Technical Help
Topic: Linux trying to install factorio to /usr/games
Replies: 1
Views: 237

Re: Linux trying to install factorio to /usr/games

I think, a problem could be the setuid bit itself. It prohibits factorio from accessing ~/.factorio folder. User games has no home-directory. So, factorio just have to be able to start without writing in it's binary-folders and have to store all user related data (including log-in) and plugins in ~/...
by scooter010
Sun Nov 15, 2020 3:52 pm
Forum: Technical Help
Topic: Linux trying to install factorio to /usr/games
Replies: 1
Views: 237

Linux trying to install factorio to /usr/games

Hey ho! I would like to install factorio into the designated folder /usr/games Problem is, factorio won't start if it's inside that folder, because it cannot create the .lock file (no write permissions for my user-account). First of all, normal user doesn't have write permissions to /usr/games . So ...
by scooter010
Thu Aug 06, 2020 3:50 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 556
Views: 179735

Re: Thank you (Make the dev-team happy today!)

I'm at about 500h and I really really love this game. There is no "right" way to do most things, u can just do them. Cliffs on or off, peaceful or not. It does not feel like cheating even if u turn EVERYTHING to easy, there are still challenges. And now, after years and years of factorio e...
by scooter010
Tue Aug 04, 2020 2:57 pm
Forum: General discussion
Topic: A critique of Factorio’s power generation systems
Replies: 44
Views: 6256

Re: A critique of Factorio’s power generation systems

I think, the OP has gone over solar way too fast. Solar is easy in small dimensions. Did u ever try to power your factory only with solar? If u want to achieve this in a reasonable period of time, u have to do a lot of logistics work. I normally add extra production lines incl. Railway station, smel...
by scooter010
Fri Jun 12, 2020 1:51 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 29314

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Can this emptying pipes be automated, e.g. by circuit / mod? Even if that don't apply to fluid tanks, you can even empty a long pipe next to the tank several times. Advanced oil processing... Basic oil processing produces just alkangsas... At this point it should be allowed to ask, why the unused ou...
by scooter010
Sun May 31, 2020 8:47 am
Forum: Implemented Suggestions
Topic: Add functionality to limit the number of incoming trains per station.
Replies: 52
Views: 62388

Re: Add functionality to limit the number of incoming trains per station.

Or you can use HTN. "Haphollas Train Network".

It works in Vanilla just with circuit networks. But has the sam eproblems than LTN. Maybe too complex.
by scooter010
Tue May 26, 2020 3:27 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 22738

Re: Friday Facts #348 - The final GUI update

Bildschirmfoto von 2020-05-26 16-16-17.png
Bildschirmfoto von 2020-05-26 16-16-17.png (9.93 KiB) Viewed 2175 times
Mk1 Personal Battery
Bildschirmfoto von 2020-05-26 17-23-12.png
Bildschirmfoto von 2020-05-26 17-23-12.png (6.6 KiB) Viewed 2175 times
Mk2 Personal Battery
Bildschirmfoto von 2020-05-26 17-22-57.png
Bildschirmfoto von 2020-05-26 17-22-57.png (8.69 KiB) Viewed 2175 times
???
Bildschirmfoto von 2020-05-26 17-23-05.png
Bildschirmfoto von 2020-05-26 17-23-05.png (10.66 KiB) Viewed 2175 times
"raw" Battery???
???
???
Bildschirmfoto von 2020-05-26 17-23-17.png (7.68 KiB) Viewed 2175 times
Battery for electric network
by scooter010
Mon Apr 27, 2020 7:04 pm
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 11375

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record

Sometimes people are just wrong on the internet. Don't worry, it happens. :lol: Speedrunning is a very well established community and they have a good set of rules that apply well across games. Most issues between the rule sets are simply resolved by creating categories. For example, what's the dea...
by scooter010
Mon Apr 27, 2020 9:12 am
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 11375

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record

I kind of don't understand what are you saying. Can you please define precisely rules for when the timer starts and when it stops in your ideal Factorio speedrunning rules? Almost like described there. But I wouldn't allow to use/prepare a map seed. U can disable biters, cliffs und put all ressourc...
by scooter010
Mon Apr 27, 2020 7:46 am
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 11375

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record

Yeah, that run is according the speedrun-rules. But, just in my opinion, these rulez aren't apllicable or doesn't make sense for all (types of) games. So, in my Opinion, that run was a speedrun. But it wasn't real factorio. Nice planning and programming, very speedy. But even not factorio, because t...
by scooter010
Mon Apr 27, 2020 7:11 am
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 11375

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record

In my opinion, your Speedrun isn't valid to call it a factorio speedrun. It's OK, to prepare builds/blueprints in your mind and tailor them to the map. It is OK to select mapseeds just before u stat the game. But preplaning a dedicated map, disabling biters, put timers on everything and so on... fee...
by scooter010
Fri Feb 28, 2020 1:00 pm
Forum: News
Topic: Friday Facts #336 - Offshore pump redesign
Replies: 51
Views: 10864

Re: Friday Facts #336 - Offshore pump redesign

The pump really looks great. I think, the pump should be powered by coal as a burner pump. With fluid handling, you'll get the electric version. All pumps shall be useable for everything, incl. offshore. The burner one just needs fuel and shall be less effective and less pump power. The electric one...
by scooter010
Sat Feb 01, 2020 8:25 am
Forum: Technical Help
Topic: [0.18.3] Coal-Patches almost invisible
Replies: 3
Views: 455

Re: [0.18.3] Coal-Patches almost invisible

I Will add some photos from smartphone today eveneing or tomorrow. It is not really visible on the screenshots. Sry
by scooter010
Sat Feb 01, 2020 7:44 am
Forum: Technical Help
Topic: [0.18.3] Coal-Patches almost invisible
Replies: 3
Views: 455

Re: [0.18.3] Coal-Patches almost invisible

Does not depends on desktop-skaling.
It seems to me that this is some kind of interference.
by scooter010
Sat Feb 01, 2020 7:33 am
Forum: Technical Help
Topic: [0.18.3] Coal-Patches almost invisible
Replies: 3
Views: 455

[0.18.3] Coal-Patches almost invisible

Environment: 4k Display, new installed the "installer"-Version on an win10 machine. Expected: Coal patches in the minimap are black. Observation: Coal Patches at the and the Map-View are some brown, almost like stone patches and difficult to see. In Map View it depends on soom level. What ...
by scooter010
Wed Jan 22, 2020 2:25 pm
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 54769

Re: Version 0.18.0

I have the assumption, that the minimal requirements for the GPU increased, am I right. My notebook has enough UPS but FPS are dripping now if I have smoke activated and zoom out.
by scooter010
Fri Jan 17, 2020 3:22 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 15084

Re: Friday Facts #329 - Campaign reassessment

To Campaign: May u should use a combination of both strategies. At the and of each level, you could calculate a likehood of mastering the next level (e.g. by production values of assembling machines, energy level, ore production, number of defences, time to complete the level and so on) and ask the ...
by scooter010
Fri Jan 17, 2020 2:50 pm
Forum: Wiki Talk
Topic: Request: Clarify the formulas on Page Locomotive
Replies: 1
Views: 624

Request: Clarify the formulas on Page Locomotive

train_speed = max(0, abs(train_speed) - train_friction_force ÷ train_weight) train_speed = train_speed + (10 × number_of_locomotives_in_moving_direction × fuel_acceleration_bonus ÷ train_weight) train_speed = train_speed × (1 - air_resistance_of_front_rolling_stock ÷ (train_weight ÷ 1000)) From the...
by scooter010
Sat Dec 21, 2019 7:56 am
Forum: News
Topic: Friday Facts #326 - Particle emitter & Data cache
Replies: 42
Views: 9997

Re: Friday Facts #326 - Particle emitter & Data cache

How about define particels as a function f(t)?
The emitter has just to define all initial values as angle, and velocity, rest ist function of time und u can calculate the partical at every point of time. No problems with visibility area.
by scooter010
Fri Dec 20, 2019 8:37 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: The Great Wall
Replies: 9
Views: 3949

Re: The Great Wall

If the biters can disrupt the distribution of electricity at a remote outpost, why shouldn't they also be able to cut the input of fuel? If power gets cut, electric inserters stop working immediately. Burner inserters will keep working for some time after a supply chain interruption (especially whe...

Go to advanced search