Search found 199 matches

by Hexicube
Thu Mar 24, 2016 2:32 am
Forum: Ideas and Suggestions
Topic: Concept: Engine/Generator Modules for Machines
Replies: 19
Views: 5154

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: 2647

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: 18597

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: 886

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: 901

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: 1266

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: 1266

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: 4214

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: 6349

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: 14897

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: 1911

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: 2025

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: 564

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: 14897

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: 7552

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.
by Hexicube
Tue Mar 22, 2016 6:46 pm
Forum: Balancing
Topic: Supression of the size shift of electric furnaces
Replies: 86
Views: 44619

Re: Supression of the size shift of electric furnaces

I’m not arguing that there should not be tradeoffs, only that building size as a tradeoff introduces tedious rebuilding of one’s layout which is not a good tradeoff, especially since this is the single and only such tradeoff in the game. If size changes add so much goodness to the game (I argue the...
by Hexicube
Tue Mar 22, 2016 6:38 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.12.X] Biter-Friendly Rails
Replies: 36
Views: 14897

Re: [0.12.X] Biter-Friendly Rails

I hadn't considered that, but there's nothing I can do about it. Blueprints must use the same flag that the biter AI uses.
by Hexicube
Tue Mar 22, 2016 4:25 pm
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 18597

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

And why not make a mod to have a proof of concept, and see if it makes sense to add this mechanic in the core game ? I take as an example RSO, which is massively used, and is, in my opinion, the root cause of the futur overhaul in map generation the devs have talked about. I'm not sure it would eve...
by Hexicube
Tue Mar 22, 2016 11:00 am
Forum: Ideas and Suggestions
Topic: Remove or Miniaturize Circuit Networks
Replies: 99
Views: 20252

Re: Remove or Miniaturize Circuit Networks

- several posts - Here's several issues I've got with your arguments: 1. You act like the circuit network existing has a large detrimental effect on your experience, when it's just a small amount of crafting menu clutter and no UPS loss (the code doesn't need to run when there's no connections). 2....
by Hexicube
Tue Mar 22, 2016 10:32 am
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 18597

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

Slimey wrote:My suggestion is to have something similiar as we have with the inserters.
One (slow) belt type which doesn´t need electricity and higher tiers of belts with the need of electricity.
The basic inserter runs on coal, it's not free.

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