Search found 204 matches

by Hexicube
Tue Jul 26, 2016 9:57 am
Forum: Ideas and Suggestions
Topic: Information notice, to go with warning an alert notices
Replies: 2
Views: 1070

Re: Information notice, to go with warning an alert notices

Koub wrote:You might want to give a look at this topic : viewtopic.php?f=80&t=16566
The worst part is I was linked that topic the last time I made the same suggestion, and completely forgot about it...
by Hexicube
Tue Jul 26, 2016 4:37 am
Forum: Ideas and Suggestions
Topic: Information notice, to go with warning an alert notices
Replies: 2
Views: 1070

Information notice, to go with warning an alert notices

I've noticed that there's a few specific events that the player may want to be notified of, that don't really have enough of an impact to get a warning notice: Miners running out of ore (always important, since you can't place them like this) Radars that just finished discovering new land (ignoring ...
by Hexicube
Fri Jul 15, 2016 6:57 pm
Forum: Translations
Topic: Web based translations
Replies: 88
Views: 70370

Re: Web based translations

Klonan wrote:
Hexicube wrote:Can we get a British English option?
Its not really needed :)
If you're using crowd-sourced languages, you may as well use it to the fullest. There's no real reason to not include it.
by Hexicube
Fri Jul 15, 2016 6:04 pm
Forum: Translations
Topic: Web based translations
Replies: 88
Views: 70370

Re: Web based translations

Can we get a British English option?
by Hexicube
Sat Apr 09, 2016 7:05 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109480

Re: [MOD 0.12.20+] Misanthrope 0.3.6 -- Better Biter Mechanics

I would really like to see a lite-version, with a bit less agressiv biters that ignore rails. The thing you want is actually in the first post under notable mentions. It only works for rails (not signals/stations), but it changes rail network building difficulty from 'practically impossible' to 'qu...
by Hexicube
Sat Apr 09, 2016 1:10 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 73616

Re: Friday Facts #133 - The train struggle

The heavy inserter looks like a great alternative, but I have a couple of suggestions regarding it: 1. When collecting items, it should ALWAYS wait until it's full before moving, which means regular inserters are still useful when throughput is low. 2. There should either not be a smart heavy insert...
by Hexicube
Mon Apr 04, 2016 6:01 pm
Forum: Ideas and Suggestions
Topic: File Format suggestion (base128 integers)
Replies: 8
Views: 2986

Re: File Format suggestion (base128 integers)

uint length = *p++;//load a byte into a register boolean hasNext = length &0x80; // move the high bit in another register while(hasnext){ //test other register length <<=7; int current = *p++; // load next byte into register length |= current &0x7f; hasnext = current &0x80; // move the ...
by Hexicube
Mon Apr 04, 2016 4:15 pm
Forum: Ideas and Suggestions
Topic: File Format suggestion (base128 integers)
Replies: 8
Views: 2986

Re: File Format suggestion (base128 integers)

reading 4 bytes and interpreting as an int is cheaper than reading a byte, checking the high bit and then branching to shift and read the next byte, goto check for high bit This actually depends on the player's read speed and CPU speed, though typically it is in fact the opposite. It would take a p...
by Hexicube
Sat Apr 02, 2016 8:11 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109480

Re: [MOD 0.12.20+] Misanthrope 0.3.2 -- Better Biter Mechanics

[*]End-Game Phase? (Not sure if I like/want this...Maybe.) Triggered when the Player builds the rocket silo, biter evolution locks to 100%, All biter bases that are able to will send attack parties against the player Perhaps every rocket launched (regardless of payload) increases the minimum evolut...
by Hexicube
Tue Mar 29, 2016 6:19 am
Forum: Balancing
Topic: Upgrade to accumulators and possibly solar panels.
Replies: 4
Views: 2125

Re: Upgrade to accumulators and possibly solar panels.

I'm against this, the entire point is that they take up a lot of room. In exchange you get a power source that is highly flexible and is free to run.
by Hexicube
Mon Mar 28, 2016 6:12 pm
Forum: Ideas and Suggestions
Topic: Two separate accumulator types: normal and emergency backup
Replies: 20
Views: 8111

Re: Two separate accumulator types: normal and emergency backup

How would your setup work, if other types of energy are introduced? Like wind-, water-generators. Or nuclear power? Free energy (needs to fuel) -> Accumulator -> Non-free energy -> Emergency This could be implemented with a number priority system. For instance, set solar to 100, accumulators to 75,...
by Hexicube
Mon Mar 28, 2016 1:42 pm
Forum: Ideas and Suggestions
Topic: Add "camera zoom level" to save file
Replies: 9
Views: 2540

Re: Add "camera zoom level" to save file

Actually, why not have a default zoom for all games?
by Hexicube
Mon Mar 28, 2016 9:41 am
Forum: Ideas and Suggestions
Topic: Multi-line Combinators
Replies: 1
Views: 679

Multi-line Combinators

Combinators take up quite a lot of room when you want to do a lot of complex functions, therefore it would be nice if a combinator was able to do multiple operations in one go. Initially they would do one operation (like they do now), but research would allow more and more operations in a single com...
by Hexicube
Mon Mar 28, 2016 9:16 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 102991

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Personally, I think nixie tubes don't fully suit the aesthetic of Factorio. Not sure what it is about them, maybe the fact they're very rounded? Also, perhaps large 7-segment displays would better suit the flat display currently being used? Here's something I threw together: https://dl.dropboxuserco...
by Hexicube
Sun Mar 27, 2016 12:37 am
Forum: Outdated/Not implemented
Topic: Pseudo Infinite Mode (A way to have a round planet)
Replies: 3
Views: 1903

Re: Pseudo Infinite Mode (A way to have a round planet)

The size of the world isn't mentioned, for all we know it could be 10 times as large as our own. Assuming it's about as large as our own, in order to loop back around you'd need to go about 12.7k km. Assuming a tile is 1m, this puts the time to loop in a car (which is close to 100km/h) at 127 hours,...
by Hexicube
Sat Mar 26, 2016 6:13 am
Forum: Implemented Suggestions
Topic: HD textures
Replies: 7
Views: 4650

Re: HD textures

Time. None of the old models where created with enough detail to make any kind of HD texture pack possible before the steam engine and the car and would need to be completely re-worked to support higher resolutions. I'd take a poke at it if the models were public, though that comes with its own iss...
by Hexicube
Fri Mar 25, 2016 7:08 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196420

Re: Solar panels less of a no-brainer

My idea about power: Make energy transport more complex. If you implement two problems: - capacity of cables - loss over long distance Then energy would turn into another logistics problem - which is why we play Factorio :-) This would also add some chalenges to large field of solars. Then you'd ju...
by Hexicube
Fri Mar 25, 2016 6:51 am
Forum: Balancing
Topic: Pump-jacks make way too much pollution
Replies: 20
Views: 9005

Re: Pump-jacks make way too much pollution

However, the if part of the factory simply improves itself as time goes by, as would happen in the case pollution being tied to oil per second, then that's another matter. Even if the reduction in pollution is in trade for a loss in oil production, that's not something the player is deciding for th...
by Hexicube
Thu Mar 24, 2016 11:58 pm
Forum: Ideas and Suggestions
Topic: Have 2-3 separate Evolution Factors, use the highest
Replies: 7
Views: 1751

Re: Have 2-3 separate Evolution Factors, use the highest

orzelek wrote:
Hexicube wrote:And then the game becomes a walk-over for experienced players.
I think that there is enough mods to prevent this.
Mods shouldn't influence how the game is balanced, otherwise you end up with a game that has mandatory mods that may as well be part of the game.
by Hexicube
Thu Mar 24, 2016 11:57 pm
Forum: Balancing
Topic: Pump-jacks make way too much pollution
Replies: 20
Views: 9005

Re: Pump-jacks make way too much pollution

I really don't see why pollution needs to be a factor of material out. In real life, pollution increases as ore supply runs low because you're going after worse ores. What starts with high grade oil or native copper end up with pit mines to go after dirt and rock with a 0.1 percent copper content o...

Go to advanced search