Search found 1591 matches

by bobucles
Sun Nov 10, 2019 7:27 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 159
Views: 10865

Re: Friday Facts #320 - Color correction

Monitors don't get any brighter than the outdoor sun, so I dunno how so many eyes are getting injured. It may be time to invest in some TV curtains. :lol: I can see the need to maintain strong color contrast for clarity's sake. For example it's much harder to see the colors on the T1 belt icon compa...
by bobucles
Sat Nov 09, 2019 11:49 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 159
Views: 10865

Re: Friday Facts #320 - Color correction

I think, in general I agree with those who have wished for more contrast between a healthy looking nature and areas exploited and polluted by the player. A good way to do that is to make healthy nature brighter. That increases the level of contrast for when pollution drags it back down again. That ...
by bobucles
Sat Nov 09, 2019 5:34 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 159
Views: 10865

Re: Friday Facts #320 - Color correction

I'm actually digging the new night time look. It needs to be compared with some light sources in the picture, of course. Obvious sources of light include lamps for that cool glow and furnaces for that warm glow, but could there be a bit more in the way of sparky bits? For example if you've ever play...
by bobucles
Fri Oct 11, 2019 11:17 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 64
Views: 6974

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

Some of the starcraft pathing tricks can be seen when you set a unit to "stop" in the middle of a group. The surrounding units don't consider it an obstacle at all, but they also have some agency to push other units around. They ignore each other as pathing obstacles and attempt to move in a vectore...
by bobucles
Sat Oct 05, 2019 3:16 pm
Forum: General discussion
Topic: Bug or Feature: Logistic bots dont deliver some items
Replies: 5
Views: 278

Re: Bug or Feature: Logistic bots dont deliver some items

Had this problem once, it was that at some locations there were too large gaps between roboports. So logistic bots were enroute with the goods, ran out of fuel, closest roboport was the one in the direction they came from, go back there to charge, rinse and repeat. Just gonna repeat this one here. ...
by bobucles
Sun Sep 29, 2019 12:25 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 11940

Re: Friday Facts #314 - 0.17 stable

"Making things more convenient isn't always making things better". This is a very critical lesson that is difficult to get right. If every goal was a clear shot from the start, there wouldn't be any puzzle to enjoy. If all progression was simple, you may as well play cookie clicker. It's important ...
by bobucles
Sun Sep 29, 2019 11:44 am
Forum: Balancing
Topic: Make nightvision internal buffer bigger
Replies: 13
Views: 4000

Re: Make nightvision internal buffer bigger

Night vision goggles require 120 seconds of storage to barely last through the night. At 10kJ power drain it demands 1.2MJ of energy storage, or 6% of a basic battery. I don't think it's unreasonable for NV to be a fully contained system. The modular armor's first energy source is pocket solar panel...
by bobucles
Thu Sep 12, 2019 4:32 pm
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 27
Views: 928

Re: Trains: Chain signals should factor in the length of the train

- Signal to tell the path-algorithm to avoid this part
Doesn't the normal rail stop do a soft version of this, something like +1000 to pathing length? That may have been patched.
by bobucles
Thu Sep 12, 2019 4:27 pm
Forum: Ideas and Suggestions
Topic: Rocket launch shouldn't be able to destroy science
Replies: 23
Views: 907

Re: Rocket launch shouldn't be able to destroy science

I don't think anyone's saying that an overflowing rocket silo can't be solved. It's just weird because it doesn't fit with the design principle of "safe failure" seen in the rest of the game. When a machine overflows, it stalls. When an arm can't deposit, it waits. When a train can't pass, it stops....
by bobucles
Wed Aug 28, 2019 9:39 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 21680

Re: Friday Facts #309 - Controversial opinions

A lot of the ideas presented in the FFF completely change the game. They may seem simple up front, but simple ideas have a way of avalanching down the iterative pipeline. There are even more crazy and fun ideas to explore, but I think there needs to be a new platform to see how they end up playing o...
by bobucles
Tue Aug 06, 2019 10:45 am
Forum: General discussion
Topic: [0.17] Personal Defense TECH
Replies: 22
Views: 1695

Re: [0.17] Personal Defense TECH

Make the fusion reactor perform a thermonucular explosion with atomic bomb radius and strength on player death. Creating a nuclear blast is pretty hard, even in the middle of a nuclear reactor. It's not even a matter of the reactors being made that way, you really have to go out of your way to crea...
by bobucles
Tue Aug 06, 2019 10:40 am
Forum: General discussion
Topic: Can you heat water anymore?
Replies: 4
Views: 899

Re: Can you heat water anymore?

In early versions, water was gradually heated by passing through a series of 1x1 boilers. The boilers were replaced with the current 2x3 boilers, which gave a fixed 165C output. Nuclear power came, and the 165C boiler water could still be mixed with the 500C nuclear water to create some medium hot w...
by bobucles
Sun Jul 28, 2019 11:59 am
Forum: Balancing
Topic: Balance of Marathon Death world
Replies: 32
Views: 1409

Re: Balance of Marathon Death world

Don't let pollution reach nests! If you can, kill the nest. Extra land space is always good. If not, tone the factory down a bit. Bullet weapons are simply awful and should not be depended upon. The cost of pollution in producing ammo is higher than the biter penalty if that pollution ever reaches a...
by bobucles
Thu Jul 04, 2019 9:23 pm
Forum: General discussion
Topic: How does uranium processing not cause desync?
Replies: 31
Views: 1946

Re: How does uranium processing not cause desync?

Don't forget to check out the FFFs. The devs have talked about many of the obstacles they have overcome in game development. You may find some things on keeping random number generation not so random. I don't know enough about factorio under the hood to say how they did it, but I imagine the answer ...
by bobucles
Sat Jun 29, 2019 10:59 pm
Forum: Balancing
Topic: [0.17] Personal laser defense gets too good
Replies: 13
Views: 1515

Re: [0.17] Personal laser defense gets too good

The PLD definitely gets incredibly powerful towards the end game. I'd much rather see that kind of power growth happen with combat robots. With combat drones it's much easier to tweak balance in terms of cost:value, and drones fit in better with the strong "automation" themes of the game. PLDs alway...
by bobucles
Sun Jun 23, 2019 7:41 pm
Forum: Ideas and Suggestions
Topic: Read Solar Panel power output/light intesinty
Replies: 2
Views: 129

Re: Read Solar Panel power output/light intesinty

I think you'll have more success in the Gameplay Help forum. All the existing tools in the game make detecting daylight possible, if not necessarily easy.
by bobucles
Mon Jun 17, 2019 11:28 am
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 9598

Re: Friday Facts #299 - Everything is more complex than expected

Kudos to the devs for trying to fix some oddball cases, but sometimes the problem is between the chair and keyboard. :roll:
That junction breaks the golden rule of signaling; every rail crossing needs a signal. The north/south crossing doesn't have signals when it should.
by bobucles
Tue Jun 11, 2019 10:17 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 24
Views: 902

Re: Thermal power plant

But nuclear IS viable for the late game and beyond. You're probably not using it properly. One of the most important traits of nuclear reactors (which probably isn't explained very well) is that adjacent reactors boost each other. So a 2x2 block of reactors will produce 480MW of power, while a solo ...
by bobucles
Wed Jun 05, 2019 12:09 pm
Forum: Ideas and Suggestions
Topic: Buffer chests and provider chests should have the same priority of ordering items
Replies: 3
Views: 198

Re: Buffer chests and provider chests should have the same priority of ordering items

Should the rules for filling chests be different from the rules for emptying them? When it comes to filling chests, there is an expectation that items get moved around in some kind of priority. When it comes to emptying chests, bots should probably grab from the most convenient spot. But different r...
by bobucles
Wed Jun 05, 2019 11:52 am
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 2277

Re: Module Production: To beacon or not to beacon?

Machine modules only boost one machine. Beacon modules boost 8-12 machines. It's a good way of getting more mileage out of the very expensive T3 modules.

There's no need to use beacons for T1 speed modules. A pile of machines will work fine.

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