Search found 941 matches

by vanatteveldt
Fri Jan 15, 2016 8:18 pm
Forum: Gameplay Help
Topic: Splitter not working properly
Replies: 89
Views: 107785

Re: Splitter not working properly

Right, so I guess a boolean state per lane would be needed. But that should be enough to function properly, right?
by vanatteveldt
Fri Jan 15, 2016 9:23 am
Forum: Gameplay Help
Topic: Splitter not working properly
Replies: 89
Views: 107785

Re: Splitter not working properly

Pure curiosity, but is there any word on why splitters would have such a complicated memory setup (a counter of up to five per item type, with past unbalance compensated when a lane gets free)? I would have just put a single boolean to remember if the next item should go left or right, certainly giv...
by vanatteveldt
Wed Jan 13, 2016 1:16 pm
Forum: Gameplay Help
Topic: Splitter not working properly
Replies: 89
Views: 107785

Re: Splitter not working properly

Interesting design choice, I would have expected either a single "memory slot" or a slot per lane, not per item type.

(Note that I found the statement "Splitters work per item" confusing, I would have said "Splitters work per item type")
by vanatteveldt
Sun Jan 10, 2016 10:19 am
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 123
Views: 94559

Re: Friday Facts #120 - Spidertron

I agree. The "vibe" is cyberpunk / early industrial functionalist (think steel mills, pittsburgh mill towns, detroit, chicago), not sleek modernist stainless steel and glass (houston, current pittsburgh downtown). The concrete should be functional where you place it, but a bit ragged on th...
by vanatteveldt
Wed Jan 06, 2016 8:15 pm
Forum: General discussion
Topic: Data center
Replies: 1
Views: 5979

Data center

Factorio has a ton of relevant data which can be accessed in the interface, such as electicity consumption/production, items production/consumption, items/signals in circuit network etc. However, my inner data geek would like to be able to do more with this data. As far as I know, you can't chart si...
by vanatteveldt
Mon Jan 04, 2016 9:01 pm
Forum: General discussion
Topic: Why use trains?
Replies: 26
Views: 40296

Re: Why use trains?

This being a sandbox game, the only real answer is: because they're cool :) I second the idea of trying out BSO, it places the good resources fields much further away, so you almost need trains. Besides the advantages mentioned above, I can think of two main advantages of trains over large numbers o...
by vanatteveldt
Sat Jan 02, 2016 10:54 am
Forum: Ideas and Suggestions
Topic: Multiplicative instead of additive (colored) lighting
Replies: 11
Views: 25114

Re: Multiplicative instead of additive (colored) lighting

Screenshots look great, but my intuition would be that to really up the graphics they should move to some sort of real 3d renderer with dynamic lighting, also solving the perspective problem and allowing more dynamic zooming / rotating etc. IANAGD (Game Developer), but I would think that in 2015 the...
by vanatteveldt
Sat Dec 26, 2015 4:21 pm
Forum: News
Topic: Friday Facts #118 - Improving productivity
Replies: 24
Views: 29216

Re: Friday Facts #118 - Improving productivity

Well, we are after your money, obviously, but we want to make a mutually good trade :) Capitalism as it should be! :) It is not from the benevolence of the butcher, the brewer, or the baker that we expect our dinner, but from their regard to their own interest. Congrats on the steam date, I'm sure ...
by vanatteveldt
Sun Dec 20, 2015 11:17 pm
Forum: Ideas and Suggestions
Topic: two idea - Sea work and 3d pics
Replies: 2
Views: 7958

Re: two idea - Sea work and 3d pics

+1 to doing something useful with water. Having boats and oil rigs makes sense. Boats can be very similar to railways, in the sense that a harbor/quay is a station that needs inserters on the land side to insert/extract goods from the boat, and lines between harbors just like for trains. Oil rigs pr...
by vanatteveldt
Sun Dec 20, 2015 12:25 pm
Forum: General discussion
Topic: Performance test: basic belts vs underground belts
Replies: 25
Views: 31086

Re: Performance test: basic belts vs underground belts

If the fun in this game is derived from seeing a hugely complicated factory move around large numbers of goods in complicated processes, how can moving part of that underground possibly be a good idea? :) I guess this (i.e. the pure fact that belts are a non-trivial performance drain) is also anothe...
by vanatteveldt
Sun Dec 20, 2015 11:37 am
Forum: Railway Setups
Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Replies: 43
Views: 134385

Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY

I did want to make the images thumbnails, but couldn't figure out how to do it on this forum, if it's possible at all. I think it's good like this. The pics make the story much easier to follow, and now it's easy to look at the pictures while reading the text, which is annoying with thumbnails. If ...
by vanatteveldt
Sat Dec 19, 2015 5:30 pm
Forum: Railway Setups
Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Replies: 43
Views: 134385

Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY

Thanks for this guide! I've been experimenting a bit with station layouts, but I think I end up in the "siding plus roundabout" situation quite often, so its good to have a better look there. Q: Looking at the "ideal inline single header station": Careful chain signal placement t...
by vanatteveldt
Sat Dec 19, 2015 5:15 pm
Forum: Gameplay Help
Topic: why separate refuel stations
Replies: 1
Views: 5854

why separate refuel stations

SmartTrains allows separate refuel stations, sending a train to refeul if fuel is low. I also refuel trains in my main base, since the base needs coal anyway I just have a single coal belt running past all dropoff points, with a splitter and a single blue inserter: | coal line /| splitter #v X inser...
by vanatteveldt
Sat Dec 19, 2015 2:35 pm
Forum: Railway Setups
Topic: Railway Turn
Replies: 6
Views: 23989

Re: Railway Turn

This takes as much space (and about as much rail) as two roundabouts in sequence. Do you think there is a throughput advantage over using a (double) roundabout?
by vanatteveldt
Sat Dec 19, 2015 9:51 am
Forum: News
Topic: Friday Facts #117 - Path Finder Optimisation I
Replies: 42
Views: 35268

Re: Friday Facts #117 - Path Finder Optimisation I

(1) You can allow biters to walk through other biters and trees as long as it is offscreen (and when the screen comes near the biter, simply teleport the double biter to a new location with a confused look on its face) (2) I like the gradient/pheromones idea. Caching paths should be pretty cheap as ...
by vanatteveldt
Sat Dec 19, 2015 9:38 am
Forum: Ideas and Suggestions
Topic: Disassembling machine
Replies: 9
Views: 21638

Re: Disassembling machine

I think the main problem is that there is no way to get rid of stuff other than putting it in a chest and shooting it. It's quite brilliant that you can put all the wooden stuff (chests, poles) as fuel in your steam engines, but there is some other stuff you more or less need in some quantities init...
by vanatteveldt
Wed Dec 16, 2015 11:26 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Modular Extensible PnP Factory
Replies: 76
Views: 138389

Re: Modular Extensible PnP Factory

From what I see you currently have different design rules and systems throughout your factory and are just about to think about how you layout your factory in a coherent way. So think about how you want to layout the main bus, if you want any at all, that is. Well, I had a preliminary idea of what ...
by vanatteveldt
Tue Dec 15, 2015 9:58 pm
Forum: Gameplay Help
Topic: Rail junctions
Replies: 8
Views: 22439

Re: Rail junctions

Cottages!!! Sorry, I couldn't resist :). On a more serious note: I like how easy roundabouts are to set up, and with chain signals (and especially the fact the curves don't slow down a train as in RL) they seem pretty efficient, and they are easy to upgrade to 4-way junctions if you start out with ...
by vanatteveldt
Tue Dec 15, 2015 4:34 pm
Forum: Ideas and Suggestions
Topic: Underground Building
Replies: 5
Views: 13153

Re: Underground Building

I absolutely detest the way DF handlers z levels. Outside or in caves with multiple z levels it is simply impossible to see where your army / the enemy is, since you can only see a single z level at a time. There are some modes that show lower z levels as well, but that is a hack at best and doesn't...
by vanatteveldt
Tue Dec 15, 2015 4:30 pm
Forum: Ideas and Suggestions
Topic: Clearer visual indicators of activity
Replies: 10
Views: 15941

Re: Clearer visual indicators of activity

+1, I think this belongs in the vanilla game. You can see whether assemblers and especially chemical plants are working, but it is really hard to tell without zooming in. If a specific indicator light is added, maybe it should be added to the info layer that shows the recipe? You can either add a ga...

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