Search found 204 matches

by Hexicube
Thu Mar 24, 2016 10:57 pm
Forum: Ideas and Suggestions
Topic: Have 2-3 separate Evolution Factors, use the highest
Replies: 7
Views: 1719

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

And then the game becomes a walk-over for experienced players.
by Hexicube
Thu Mar 24, 2016 10:56 pm
Forum: Balancing
Topic: Pump-jacks make way too much pollution
Replies: 20
Views: 8988

Re: Pump-jacks make way too much pollution

It's a case of balance, not thematics. If you need a reason, you could argue the pollution comes from impurities in the oil patch, which would also decrease over time.
by Hexicube
Thu Mar 24, 2016 5:33 pm
Forum: Balancing
Topic: Pump-jacks make way too much pollution
Replies: 20
Views: 8988

Pump-jacks make way too much pollution

I didn't look into it too much initially, but after thinking about it, continued usage of a drained well becomes absurdly polluting. Even with efficiency modules, 1.8 pollution for 0.1/s oil is a bit much, and typically you'd want to use a ton of speed modules to get a decent through-put which pushe...
by Hexicube
Thu Mar 24, 2016 5:12 pm
Forum: Ideas and Suggestions
Topic: Rethinking the (very) early game
Replies: 29
Views: 11231

Re: Rethinking the (very) early game

Peter34 wrote:Also, once picked up, they become scrap too, since otherwise inventory management would have to treat each Battery as a separate item with its own 7-digit (in base 10) charge value.
Why? 6 million easily fits within the limits of a 32-bit integer, and structures already do this for damage.
by Hexicube
Thu Mar 24, 2016 3:58 am
Forum: General discussion
Topic: The world wakes up to Factorio
Replies: 8
Views: 4546

Re: The world wakes up to Factorio

kovarex wrote:It is causal, as you can be efficient but you don't really have to, you can take your time to build anything.
That's flexible gameplay. You need to understand a lot and it only gets more complex as you go. The game is in no way casual.
by Hexicube
Thu Mar 24, 2016 2:32 am
Forum: Ideas and Suggestions
Topic: Concept: Engine/Generator Modules for Machines
Replies: 19
Views: 7848

Re: Concept: Engine/Generator Modules for Machines

If it's true modularity of entities, thousand of unique assemblers might be tough even for C++. A plug-n-play system is perfectly fine, it imparts minimal memory/CPU cost regardless of unique combinations. You're just going "power poles connect to me and I accept up to X kW", or "I n...
by Hexicube
Thu Mar 24, 2016 2:14 am
Forum: General discussion
Topic: How much data does the game take?
Replies: 4
Views: 3691

Re: How much data does the game take?

To add to this, my saves are all in the 3-6MB range. Chances are you won't go past 10MB unless exploring like mad. I'd say it should safely fit in 0.5GB.
by Hexicube
Thu Mar 24, 2016 1:31 am
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 33078

Re: Poll: Should belts use energy (and Offshore Pumps etc...)

What i want to know is why are people freaking out about this and voting no when we could please both parties and vote it to be an optional feature. If you do not like this feature do not activate the option, but if you do want the feature activate the option. You can only push the game so far, exp...
by Hexicube
Thu Mar 24, 2016 1:10 am
Forum: Ideas and Suggestions
Topic: [New enemies] Native tribe and concurrence
Replies: 2
Views: 1618

Re: [New enemies] Native tribe and concurrence

My first idea was like native tribes that live near water, and get annoyed by pollution because its harming their farming / their religion or something else For all we know the biters are a tribe and pollution is evidently affecting them in some way already, as they mutate into larger biters. Care ...
by Hexicube
Thu Mar 24, 2016 12:58 am
Forum: Ideas and Suggestions
Topic: A more intuitive way to place a wire from 1 object to many
Replies: 3
Views: 1584

Re: A more intuitive way to place a wire from 1 object to many

Perhaps it could use the recipe copying binds? That would be most intuitive, since the functionality is shared, one marks and the other acts.

In fact, it could copy the incoming connections, so you do all the work on one and copy it across.
by Hexicube
Thu Mar 24, 2016 12:54 am
Forum: Ideas and Suggestions
Topic: Extra warnings/alerts for various events
Replies: 3
Views: 2035

Re: Extra warnings/alerts for various events

I actually saw that post, but it was in a topic that didn't suit the suggestion. :P I'd also like to modify a few of those: - Not enough power - Should be a notice when supply is below 50% of demand, signifying severe power issues. - Not connected to power - Shouldn't be added, since it was either i...
by Hexicube
Wed Mar 23, 2016 5:13 pm
Forum: Ideas and Suggestions
Topic: Extra warnings/alerts for various events
Replies: 3
Views: 2035

Extra warnings/alerts for various events

It'd be nice if there were more informational messages shown where the usual "bots need items" and "building under attack" ones go, showing some of the following: - Miner finished (yellow, periodic like the "not enough bots" message) - Turret low on ammo (yellow, only t...
by Hexicube
Wed Mar 23, 2016 5:01 pm
Forum: Balancing
Topic: "Eras" of Factorio
Replies: 15
Views: 7025

Re: "Eras" of Factorio

As long as there's a button to forcibly unlock that era, I don't see an issue. I'd also rather not have progress directly tied to production rate, as that's 0 when your factory is backed up. Instead it should probably consider the number of placed machines that meet requirements, such as mining dril...
by Hexicube
Wed Mar 23, 2016 4:51 pm
Forum: Ideas and Suggestions
Topic: Rethinking the (very) early game
Replies: 29
Views: 11231

Re: Rethinking the (very) early game

Thread was 2 years old, early-game changed since it was made. Im not a big fan of the early game, as the "burner age" feels more as a obstacle which to be left behind as fast as possible. That's because you're supposed to use it to get basic infrastructure in place. There's several cases o...
by Hexicube
Wed Mar 23, 2016 4:36 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.12.X] Biter-Friendly Rails
Replies: 36
Views: 21982

Re: [0.12.X] Biter-Friendly Rails

seronis wrote:burning CPU cycles changing active rendered sprite.
The effort needed to change the sprite being rendered is on the order of nanoseconds (logic discounted, because that's mandatory for train AI). It's either a single number stating where in the sprite-sheet it should look, or two for x and y.
by Hexicube
Wed Mar 23, 2016 1:01 pm
Forum: General discussion
Topic: Fog Of War Missing
Replies: 10
Views: 3253

Re: Fog Of War Missing

Fog of War itself is functioning fine, tested on a new map.
by Hexicube
Wed Mar 23, 2016 12:13 pm
Forum: General discussion
Topic: Train signal and/or pathfinding weird thing
Replies: 8
Views: 3094

Re: Train signal and/or pathfinding weird thing

I also watched that happen many times in my much bigger train network (with over 200 trains). So I don't know exactly (and is some underline to the question to the devs), how this really works. But AFAIK it works like so: If a train is standing 10 secs in front of a red signal it looks, if there is...
by Hexicube
Wed Mar 23, 2016 12:09 pm
Forum: Ideas and Suggestions
Topic: Objects that you just crafted on your person pulse
Replies: 3
Views: 1035

Re: Objects that you just crafted on your person pulse

If you mouse over an item in the crafting window, that item in your inventory/hotbar pulse.
by Hexicube
Wed Mar 23, 2016 12:04 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.12.X] Biter-Friendly Rails
Replies: 36
Views: 21982

Re: [0.12.X] Biter-Friendly Rails

True, but bear in mind that normally you wouldn't also build a lot of exposed rails with no warnings. The visible signals are useful so you know when a train is coming, as they turn yellow.
by Hexicube
Tue Mar 22, 2016 8:49 pm
Forum: General discussion
Topic: Splitting the belt advice.
Replies: 4
Views: 8696

Re: Splitting the belt advice.

Use a splitter, then feed both halves into the sides of underground belts. One lane of the belt is blocked by the shroud on the underground belt piece, whilst the other moves onto it freely.

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