Search found 26 matches
- Sat Aug 24, 2019 4:46 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 128388
My opinion on construct/deconstruct
I think that buildings should have a "timer" when you build or destroy them, and each building would have a different set of rules on how long it would take. Similar to how "mining" a chest takes some effort, except you don't hold down the key. I imagine that you would have a sep...
- Sat Jan 13, 2018 1:11 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424406
Re: Friday Facts #225 - Bots versus belts (part 2)
Nerfing in order to balance a system is never optimal in game design, it shows to your audience that you've given up on ideas.....look at WoW for example, when they took away everyone's choice in the talent tree and gave them all cookie-cutter classes, which all end up with pretty much the same spel...
- Sat Jun 03, 2017 6:36 am
- Forum: Ideas and Suggestions
- Topic: Save window geometry upon exit / Remember window positions / Store window size/location between games
- Replies: 85
- Views: 26277
Save the window
Please, please, for the love of all that is good in you and the team, please can you please....pretty please.....save the window form size and position upon closing and reuse it the next time it opens. Why? Because most games and applications do this almost instinctively as a year 1 process that it ...
- Fri Mar 03, 2017 2:07 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 74284
Re: Friday Facts #180 - Map interaction
Suggestions 1. Have Red/Green wiring overlay. 2. Create a "node" object that can be Red/Green wired and named (seen on map), when you mouse over in the map, you can get a glimpse of information that is passing through the node. 3. Have a "heat" map based on how much electricity o...
- Sat Jan 28, 2017 1:05 am
- Forum: Technical Help
- Topic: Map download never finishes [14.5] headless windows
- Replies: 89
- Views: 63671
Re: Map download never finishes [14.5] headless windows
{tcp} NAT punching wont work Dual-connect punches just fine. 0x0c Request for map signature is similar to a "cannot reach" signal from backbone routing....change this to 0x80 or more in value as your first byte in block. (all game commands for first byte should be in 0x80-0xff range, just...
- Thu Nov 17, 2016 10:42 am
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 119831
Re: Friday Facts #164 - Nuclear power
YES! In Chernobyl (Ukraine/USSR) it was a stress test with disabled safety systems (no circuits)) to find out how much power can reactor gain at the very maximum. Aftermath is well-known all over the world. False....power plants do not explode, they have a melt down. A nuclear bomb requires a preci...
- Sat Nov 12, 2016 4:11 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] No liquids
- Replies: 0
- Views: 741
[Request] No liquids
Idea is simple....a mod that initializes after all other mods, loops through all the recipes, and replaces any liquid requirements with a barreled equivalent. For the long version.... Personally, I cannot stand pipework....you can't have them too close, you are limited by length and pressure to requ...
- Sat Nov 12, 2016 2:08 am
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 119831
Re: Friday Facts #164 - Nuclear power
For nuclear power, you need a heat exchange from "hot" water (heavy deuterium that interacts directly with nuclear material) to "cold" water (normal water that is boiled and used in turbines). I suggest a new 1x1 block called the "heat exchange," you place it between 2 ...
- Fri Sep 23, 2016 2:44 am
- Forum: Combinator Creations
- Topic: Nonblocking, expandable buffer
- Replies: 12
- Views: 9250
Re: 4 Lane buffer (full throughput, expandable, fairly compact)
Slight improvement to your setup: https://dl.dropboxusercontent.com/u/24657744/Factorio/buffering.png Your current picture shows a feedback system, where the materials are pulled off the belt to buffer AFTER the placement to put back onto the belts....this can cause a ripple effect. The picture I'm ...
- Fri Sep 09, 2016 10:51 pm
- Forum: News
- Topic: Friday Facts #155 - Settling into fall
- Replies: 63
- Views: 35104
Re: Friday Facts #155 - Settling into fall
I suggest keeping the 1x1 pump and add the 2x1 at 60 fluid/sec or more rate.
Also, any way to allow pipes connectivity to circuit network to output flow rate and allow/block on signal? Annnnnd....temperature on circuit network.
Also, any way to allow pipes connectivity to circuit network to output flow rate and allow/block on signal? Annnnnd....temperature on circuit network.
- Thu Aug 18, 2016 8:47 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221583
Re: [MOD 0.13] Black Market (sell and buy on the market)
Some ideas: 1. Allow the chests to connect to the wire network. The condition could be to enable or disable the chest given a check....this way the buy/sell can be turned on and off. The buy chest will automatically send a signal of "B" with the total cost of the purchase order in queue, a...
- Fri Aug 05, 2016 9:10 pm
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 39099
Re: Friday Facts #150 - New Terrain Experiments
An idea for the terrain so that it doesn't look tiled at different zoom levels is to use a similar technique as infinite map bumpiness. You take one of those terrain gfx and blow it out to 10x or even 100x its size but reduce its opacity to 20% and overlay it. This would make the overall terrain in ...
- Sat Jul 16, 2016 8:01 am
- Forum: News
- Topic: Friday Facts #147 - Multiplayer rewrite
- Replies: 68
- Views: 36305
Re: Friday Facts #147 - Multiplayer rewrite
I can already foresee similar problems that you currently face with the new setup....you have solved nothing. You state prior that you took the inputs of the other clients through the server and routed them, but fail to see that's exactly what you are doing in the 1+2+3 model....you are still just r...
- Wed May 04, 2016 9:15 am
- Forum: News
- Topic: Friday Facts #136 - Map Transfers
- Replies: 85
- Views: 46166
Re: Friday Facts #136 - Map Transfers
-snip- I wasn't talking about doing that in TCP. I was talking about UDP where you need to know if a packet gets dropped. But not all packets need resending depending on what gets sent over the wire. If you're using UDP and care if packets get dropped, something is fundamentally broken, and it isn'...
- Mon May 02, 2016 11:46 am
- Forum: News
- Topic: Friday Facts #136 - Map Transfers
- Replies: 85
- Views: 46166
Re: Friday Facts #136 - Map Transfers
To bNarFProfCrazy, I'm not going to argue with you about map mechanics, I was stating on what CAN be done and how to do it, not some fanciful thing from a point of ignorance. This would be true if they used TCP, but they only use UDP, so they don't have those ACK messages. I stated TCP, I never brou...
- Sat Apr 30, 2016 9:12 am
- Forum: News
- Topic: Friday Facts #136 - Map Transfers
- Replies: 85
- Views: 46166
Re: Friday Facts #136 - Map Transfers
It sounds like a solution but is not possible. The game needs to have the whole map, before it can start simulation, In a "not updated" chunk, the client doesn't have to simulate that chunk at all, all objects can be considered disabled (just like when you deconstruct things). The point I...
- Sat Apr 30, 2016 2:38 am
- Forum: News
- Topic: Friday Facts #136 - Map Transfers
- Replies: 85
- Views: 46166
Re: Friday Facts #136 - Map Transfers
I've written tutorials on the subject and made many programs for networking, so some suggestions from me: 1. As ikris points out, please request for mapping (I believe RFC 6887 - PCP mapping dynamics? It's been a few years, I might be rusty) 2. Using TCP does not require a return acknowledgement.......
- Tue Nov 17, 2015 9:56 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 341768
Re: Foreman 0.1.9 - A factory optimisation tool.
Love this....a couple suggestions: 1. Currently there is an error using Bob's mods in which the Lead recipe from "Advanced Lead processing with Silver ore" (and I'm not sure what others, haven't gotten that far in the game yet to check). The error is that the recipe is showing "0"...
- Tue Nov 03, 2015 11:55 am
- Forum: Ideas and Suggestions
- Topic: Logistic network priority
- Replies: 22
- Views: 31423
Re: Logistic network priority
I agree with priority system....just not the way it has been suggested here. My suggestion is simply to put an input box in the upper right corner of all logistic chests GUI for a number. Any items within that chest cannot be transported to any other chest that has a lower value than it....so comman...
- Fri Oct 23, 2015 9:13 am
- Forum: Ideas and Suggestions
- Topic: Smart Splitters
- Replies: 6
- Views: 9997
Re: Smart Splitters
So what is the usage case for turning on/off both sides of production? And how can this suggestion compared top this mod: viewtopic.php?f=91&t=14007 In all purposes, they would do the same thing....so I withdraw the request in this sense, though having it in the vanilla game would still be a br...