Search found 316 matches
- 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).
- 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.
- 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...
- 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- Forum: Outdated/Not implemented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...
- 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).
- 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.
- 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...
- 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...
- 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.
I keep saying it, there was never any real doubt, but every FFF just keeps showing how utterly impressive the expansion is.
- 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.
- 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.
- 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...
- 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!
Also love the "behind the scenes" looks!
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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.
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.
- 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.
I could maybe tolerate down to 50 UPS, 40 at lowest, but not less than that.