Search found 316 matches

by MEOWMI
Sat Dec 30, 2023 1:11 pm
Forum: Gameplay Help
Topic: Worker robot speed (Is the research tree correct?)
Replies: 9
Views: 1429

Re: Worker robot speed (Is the research tree correct?)

Somewhat relevant, but the logistics chests research also requires no purple science while requiring yellow science, and it is also robotics related. That's why in my mind, yellow science is always related to robotics (even aside from the fact that it uses a robot frame in the recipe).
by MEOWMI
Wed Dec 20, 2023 9:20 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 3957

Re: [REQUEST] Per-spawner evolution

If you can detect when attacks are triggered (maybe like a wave as a whole, that shouldn't be very expensive), you could perhaps use that as a measurement of local pollution absorption, and thus local evolution.
by MEOWMI
Sun Dec 17, 2023 1:31 pm
Forum: Implemented in 2.0
Topic: Spidertron Group
Replies: 15
Views: 5365

Re: Spidertron Group

I guess it makes sense. The difficulty, is that you would require almost RTS game controls in addition to having Factorio's game controls. Very difficult to create well, while giving a small return. Remember, the controls have to still remain intuitive and simple. I'm kind of OK with the current sta...
by MEOWMI
Sun Dec 17, 2023 9:10 am
Forum: Outdated/Not implemented
Topic: Diminishing returns on parallel research
Replies: 12
Views: 2347

Re: Diminishing returns on parallel research

I do not think this is a good idea for balancing the "new players researching things faster than they can go through them" phenomenon. Also, don't punish players needlessly just because they can go fast. I would even argue, that reseraching too fast is also one of Factorio's logistical cha...
by MEOWMI
Fri Dec 15, 2023 12:13 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 33518

Re: Friday Facts #389 - Train control improvements

Truly superb! For a veteran player, the game really benefits so much from all of these improvements (new players will of course use them too).
by MEOWMI
Fri Dec 08, 2023 2:26 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 151
Views: 33223

Re: Friday Facts #388 - Smaller things for 2.0

As usual, the attention to detail is simply beautiful.
by MEOWMI
Thu Dec 07, 2023 6:13 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 14015

Re: Maximum throughput of a rail line

Since it looks like we're assuming that trains can have a reason to brake even when not at a station, we then need to assess the reason for why they brake. Almost always, that's going to be because of an intersection. Thus, the throughput is bounded by the throughput of the intersection, which in tu...
by MEOWMI
Tue Dec 05, 2023 5:50 pm
Forum: Gameplay Help
Topic: How can people play without infinite resource mod?
Replies: 10
Views: 3579

Re: How can people play without infinite resource mod?

Are you not automating enough? I find there are many methods that greatly simplify expansion and rebuilding. Bots and trains are the primary ones, but even things like having separate smelting facilities is part of smoothing out the process (means you don't need to rebuild furnace lines just because...
by MEOWMI
Fri Dec 01, 2023 12:41 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 172
Views: 51136

Re: Friday Facts #387 - Swimming in lava

Those foundry audiovisuals are just pure candy! The drill looks amazing too.

I keep saying it, there was never any real doubt, but every FFF just keeps showing how utterly impressive the expansion is.
by MEOWMI
Mon Nov 27, 2023 12:47 am
Forum: Not a bug
Topic: [1.1.98] Pumpjacks keep working even though adjacent pipe is 100% full
Replies: 5
Views: 914

Re: [1.1.98] Pumpjacks keep working even though adjacent pipe is 100% full

To explain: Pumpjacks have an internal buffer, which isn't shown anywhere, but they fill it up even when no pipes are connected. It's released whenever there is space in adjacent pipes. The wiki suggests they have a buffer of 1000.
by MEOWMI
Sat Nov 25, 2023 12:27 am
Forum: Technical Help
Topic: [1.0.0] Crashing every few minutes: IDXGISwapChain::ResizeBuffers failed in acknowledgeResize, E_OUTOFMEMORY
Replies: 4
Views: 1294

Re: [1.0.0] Crashing every few minutes: IDXGISwapChain::ResizeBuffers failed in acknowledgeResize, E_OUTOFMEMORY

I see you're running Space Exploration. Make sure you use the trim chunks/surfaces option, since that can sometimes lower disk/RAM usage significantly.
by MEOWMI
Fri Nov 24, 2023 2:28 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 124
Views: 32821

Re: Friday Facts #386 - Vulcanus

I'm surprised there are even husks of trees! Truthfully did not expect it to harbor life. Although having said that, you did a good job justifying the plausibility of their presence. Anyway, the graphics look amazing! A real friday treat again to read this. I also want to add, I am very pleased with...
by MEOWMI
Fri Nov 17, 2023 12:10 pm
Forum: News
Topic: Friday Facts #385 - Asteroid Collector
Replies: 58
Views: 16962

Re: Friday Facts #385 - Asteroid Collector

I have to say, your choice for the grappling tentacle really is clearly the best one! The polished graphics and animation of course make it even easier to tell.

Also love the "behind the scenes" looks!
by MEOWMI
Wed Nov 15, 2023 2:41 pm
Forum: Ideas and Suggestions
Topic: Do not pause game when looking at research in single player
Replies: 75
Views: 33172

Re: Do not pause game when looking at research in single player

While it is a tiny annoyance, I really do not mind it. The upsides of the pause outweigh its downsides. It also has to be put into the context of me being a veteran player, whereas it has to remain accessible to someone new to the game. (It is also worth considering that speedrunners have to specifi...
by MEOWMI
Fri Nov 03, 2023 12:26 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 173
Views: 39174

Re: Friday Facts #383 - Super force building

I love seeing all these goodies, they're exactly what you wanna see from an expansion. The quantity that Wube delivers them in, and their quality, is always impressive. It really is shaping up to be one of those "a great game, made even greater with its expansion pack" moments, except in t...
by MEOWMI
Sun Oct 22, 2023 4:10 pm
Forum: General discussion
Topic: Lua or something else?
Replies: 31
Views: 9598

Re: Lua or something else?

I really can't fault Wube for choosing Lua, or at least I don't know well enough to say that it was definitely the wrong choice. However, I imagine something like C or Rust for modding would have been much harder to implement. Back then, there would have also been a little more uncertainty about the...
by MEOWMI
Sun Oct 22, 2023 1:56 am
Forum: Ideas and Suggestions
Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
Replies: 13
Views: 2264

Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?

And it is fun to create "intelligent" circuits that detect if these beacons need power or not, and it's fun to watch how the array is switched off occasionally. I didn't perceive any usage spike or lag when a smelter array was switched on or off. Might be a perceivable impact if something...
by MEOWMI
Fri Oct 20, 2023 10:47 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 53633

Re: Friday Facts #381 - Space Platforms

I must say it is looking good. Feels congruent with the gameplay so far. The graphics are interesting. Although one may say they don't look realistic - and in a way that's true - I'd argue it fits Factorio's art style and mostly looks sensible. It is somewhat of a stretch to suggest that some of it ...
by MEOWMI
Fri Oct 13, 2023 12:17 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 40123

Re: Friday Facts #380 - Remote view

Really looks good all around.

I would assume the griefing potential of remote view is or has been, in part, remedied by the addition of a "remote interact" permission. It seems like the simplest thing you could do to help prevent it.
by MEOWMI
Wed Oct 11, 2023 1:58 am
Forum: General discussion
Topic: What FPS/UPS do you usually play at?
Replies: 10
Views: 2477

Re: What FPS/UPS do you usually play at?

My FPS/UPS has never dropped below 60 in normal play, other than like some random mod causing a lagspike once in a blue moon. My biggest base is a 2k SPM vanilla base.

I could maybe tolerate down to 50 UPS, 40 at lowest, but not less than that.

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