Suddenly it becomes clear before my eyes, as if some purple cloud is lifting, why marihuana has been legalized in some countries in the last years.
Search found 868 matches
- Tue Aug 20, 2024 11:58 am
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 33907
- Mon Aug 19, 2024 1:14 pm
- Forum: General discussion
- Topic: Trains, Outposting and other things that annoys me in Factorio
- Replies: 4
- Views: 999
Re: Trains, Outposting and other things that annoys me in Factorio
Not only train stops are huge by themselves, but they also require train buffers to ensure the high throughput of the train station. Even then, sometimes unloading chests became unbalanced. Buffer for one wagon drains earlier than other and that imbalance amplifies itself. If you have a stacker in ...
- Mon Aug 19, 2024 12:03 pm
- Forum: Combinator Creations
- Topic: Checking multiple conditions
- Replies: 4
- Views: 756
Re: Checking multiple conditions
I encourage you to describe your ideas in a more general way. In your example, you're doing this: You're individually checking conditions and counting the amount of matching conditions. Then check if the current amount equals to the desired number of matching conditions. There is another way to chec...
- Sat Aug 17, 2024 11:19 am
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 33907
Re: Friday Facts #424 - Gleba Pentapod Enemies
No, a screenshot of the enemies is a sufficient warning to decide, that you don't like the artistic direction, and it's not a thing for you to play, since it does not pose any danger to health whatsoever. Also, in my opinion, this is devolving into offtopic, and I kinda feel bad about it, so I won'...
- Fri Aug 16, 2024 1:04 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 33907
Re: Friday Facts #424 - Gleba Pentapod Enemies
If it's required to manually kill pentapods to set foot on the land and bootstrap automatic farming, you did the right thing to make them passive in the first place and very weak at arrival. I'm not the guy who enjoys battles, so when I started with Factorio, I did turn off enemies completely to be ...
- Tue Aug 13, 2024 6:30 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 438
- Views: 223978
Re: Multithreading shower thoughts
if you play multiplayer, does every player needs to compute the entire game, or is sufficient to have a super beefy host to do all the computations and the other players can be "thin clients" who just get the results and need to compute only graphics. Exactly this client/server concept ca...
- Mon Aug 12, 2024 10:04 pm
- Forum: Gameplay Help
- Topic: [SOLVED] Combinator signal off by one tick?
- Replies: 2
- Views: 347
Re: Combinator signal off by one tick?
The signal from the green wire is gone, but the red wire connected to the output of the top left "+" arithmetic combinator below the locomotive supplies the offending signal.
- Sun Aug 11, 2024 10:06 pm
- Forum: Gameplay Help
- Topic: Train for construction.
- Replies: 7
- Views: 834
Re: Train for construction.
All you need to build to bootstrap construction in addition to building just rails is a station that unloads into chests, then a filter inserter moves unloaded construction bots and optionally logistics bots from one chest into a roboport. Then building will continue from that roboport.
- Fri Aug 02, 2024 5:16 pm
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 19560
- Thu Aug 01, 2024 4:30 pm
- Forum: Railway Setups
- Topic: Railway 2 Lane RHD book
- Replies: 0
- Views: 1699
Railway 2 Lane RHD book
I thought I post my 2 lane railway blueprint book before it becomes obsolete with the upcoming Factorio 2.0. It's quite small. Not convoluted, no bells and whistles nobody needs. Just the essentials and basics for everyday use: rails, signals, and big power poles for energy distribution. RHD (right ...
- Tue Jul 30, 2024 12:45 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Green circuits, from ore, beaconed, direct insertion, 140/s
- Replies: 0
- Views: 842
Green circuits, from ore, beaconed, direct insertion, 140/s
To improve ups, I started developing some direct insertion builds for circuit production. This is what I created for green circuits. Input ore, output green circuits. It's aimed for practical use, so input is supposed to come from some train station. Output is exactly 140/s, controlled by timed outp...
- Mon Jul 29, 2024 6:11 pm
- Forum: Wiki Talk
- Topic: Translating the wiki, where to start?
- Replies: 3
- Views: 459
Re: Translating the wiki, where to start?
This post might help, I talked about how I did update all the outdated and missing German pages: viewtopic.php?p=582555#p582555
- Fri Jul 26, 2024 9:28 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 21531
Re: Friday Facts #421 - Optimizations 2.0
Speaking of lateral thinking in optimizations, I'm curious as to both why electric network updates do have such a heavy memory bandwidth impact, and whether that impact could be avoided in the common case. This is not about programming, this is about CPU and memory hardware. To be able to speed thi...
- Fri Jul 26, 2024 3:23 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 21531
Re: Friday Facts #421 - Optimizations 2.0
Why do I find the optimisations so exciting? I don't think any of my bases have become noticeably slow. My mega bases were never really very mega. :D What you consider mega base might not be the same for everyone. My last base is down to ~30 ups on a i5-13600k. I didn't design for ups, I just built...
- Fri Jul 26, 2024 1:52 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 21531
Re: Friday Facts #421 - Optimizations 2.0
Optimizing the game this way is great! I really don't like it to always have in mind: "If I build it this way, what would be the ups impact?" instead of: "If I build it this way, is this nice enough for my technical/aesthetic senses?" My biggest time consumer is always the insert...
- Thu Jul 25, 2024 4:06 pm
- Forum: Ideas and Suggestions
- Topic: Space Age - Planet Gleba and Pollution contributing to Spoilage
- Replies: 5
- Views: 1088
Re: Space Age - Planet Gleba and Pollution contributing to Spoilage
An interesting suggestion. In the real world, the more polluted the environment, the lower the harvest yield, and it's possible the more of the harvest will spoil. However, if the pollution contains CO2 (carbon dioxide), the more CO2 the air contains, the stronger the plant growth, so the higher the...
- Mon Jul 22, 2024 2:55 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Editor (Blueprint God Mode Planet)
- Replies: 6
- Views: 1187
Re: Blueprint Editor (Blueprint God Mode Planet)
I've been looking for a such mod that checked a number of boxes. I need the time to stop while I'm designing blueprints : I sometimes spend hours designing stuff, and I don't want to get out of the blueprint lab just to discover the evolution factor went from 18 to 53% while I was creating the perf...
- Sun Jul 21, 2024 8:35 pm
- Forum: Ideas and Suggestions
- Topic: The Blueprint Hub
- Replies: 49
- Views: 4654
Re: The Blueprint Hub
Do you mean to imply in your comment that there is only one correct way to play the game? I feel that can reasonable be inferred, but I don't want to put words in your mouth or argue about a point you aren't making. I take the liberty to answer on Loewchen's behalf, because I know exactly what he m...
- Sun Jul 21, 2024 1:02 pm
- Forum: Ideas and Suggestions
- Topic: The Blueprint Hub
- Replies: 49
- Views: 4654
Re: The Blueprint Hub
I voted "maybe", because I cannot decide what is better. Both having a shared blueprint library and not having one has valid reasons. I thought about what I would do with such a library. I would look into it what others have done, then be overwhelmed by all these crap blueprints I would ne...
- Sun Jul 21, 2024 12:09 pm
- Forum: Ideas and Suggestions
- Topic: Allow setting the max value for the dynamic train limit
- Replies: 17
- Views: 3900
Re: Allow setting the max value for the dynamic train limit
Why would *1 be needed or all that inverse stuff? I feel like something has gone completely over my head. In general, additions within the circuit network are free in terms of combinators. There is an implicit add for all connected wires. You just connect wires, and the resulting signals are the si...