Search found 184 matches

by KoblerMan
Wed Oct 21, 2020 12:51 pm
Forum: Outdated/Not implemented
Topic: Reverse-facing locomotives contribute to total train power
Replies: 51
Views: 10888

Reverse-facing locomotives contribute to total train power

What is this "problem"? Hello fellow Nauvians, My request is a very simple one. It's a feature this game has been missing for far too long, and it has some pretty big implications for people who use double-headed trains, and even general QoL. In the game's current state, trains that are o...
by KoblerMan
Sat Jun 20, 2020 2:44 am
Forum: Resolved Problems and Bugs
Topic: [boskid][0.18.32] Desync while mining trees
Replies: 1
Views: 1852

[boskid][0.18.32] Desync while mining trees

Hello, I just had a desync on a multiplayer headless server and I'm doing my part to report it. I've put a link to the .zip file that generated during the event. Hardware/Network Config: I am currently running an instance of headless Factorio on a DMZ on my home network. The DMZ is a Windows 10 Pro ...
by KoblerMan
Tue May 05, 2020 6:15 am
Forum: News
Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Replies: 48
Views: 21056

Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle

Awesome work as always, Wube. I hate to be picky, but I do have one gripe with the artillery shell casing animation: the timing. Yeah, it's awesome that we can see a casing get ejected, but it happens too soon. In the animation shown, the casing ejects at the exact same time the firing occurs. In ga...
by KoblerMan
Fri Apr 10, 2020 6:58 pm
Forum: News
Topic: Friday Facts #342 - The new old tutorial
Replies: 38
Views: 16447

Re: Friday Facts #342 - The new old tutorial

I get that the current demo\tutorial may not align with the game vision, but why would you remove this content if many players see the value in it? Please explain where is the harm in keeping the new NPE as one of the scenarios in the full game. THIS, 100%. The NPE campaign just looked so good but ...
by KoblerMan
Sun Jan 26, 2020 6:17 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 62486

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

scenario: you have 5 iron ore mines with chests and loaders attached. 0 ore in the chests: train station outputs a request value of 0 cause it is unreasonable to send a train to a empty station 1 - amout of circuit calculated train cargo: train station outputs a request value of 1 n train cargo + 1...
by KoblerMan
Sat Jan 25, 2020 5:45 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 62486

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

scenario: you have 5 iron ore mines with chests and loaders attached. 0 ore in the chests: train station outputs a request value of 0 cause it is unreasonable to send a train to a empty station 1 - amout of circuit calculated train cargo: train station outputs a request value of 1 n train cargo + 1...
by KoblerMan
Fri Oct 11, 2019 4:07 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 30394

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

Is there any way you can learn from StarCraft zerglings when it comes to pathfinding for biters? The way zerglings almost "flow" around the map in a rush is very beautiful and is done with full collision activated. I'm sure some developer from Blizzard has done some writeup/presentation/w...
by KoblerMan
Fri Oct 11, 2019 4:04 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 30394

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

The solution we have decided, which some might consider a 'hack' is that we simply don't make biters collide with other biters. I'm absolutely fine with this. Anyone who's familiar with StarCraft mechanics will tell you that worker units have collision disabled when ordered to mine minerals/gas. At...
by KoblerMan
Fri Jul 19, 2019 2:14 am
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 28088

Re: A Case for Balancing Nuclear Power

I ran my 600SPM "mini-mega-base" on nuclear with zero UPS issues. The thought of running around placing enough solar panels to compete was horrifying. How is that possible? Do you have PC Gamer Magazine's large pixel collider? Nope. I have a stock Dell that I bought maybe 4 years ago for ...
by KoblerMan
Sat Jul 13, 2019 5:57 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 28088

Re: A Case for Balancing Nuclear Power

Ultimately, whether or not my math is correct, my point is that nuclear guzzles water faster than offshore pumps can even dish it out. Every time i disprove one of your lies, you fall back to "meh, but i don't like it!", it's quite boring. I could link you to tons of threads by people who...
by KoblerMan
Sat Jul 13, 2019 5:21 am
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 28088

Re: A Case for Balancing Nuclear Power

Hmm, have we entered a Tassadar / Overmind mutual destruction mode ? :P Only if you read all of my posts in this thread in The Overmind's voice... "Serve the hive... I control the groove! Serve the hive... I control the way you move! "How'dya like my groove, Daggoth?" *FWOOSH* "...
by KoblerMan
Fri Jul 12, 2019 8:05 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 28088

Re: A Case for Balancing Nuclear Power

Different people have different hardware setups. In many cases, Factorio is run on basic workstation/laptop PC's that have very limited capabilities. I'm sure for someone with a better computer, UPS only becomes an issue late game. However, for someone with a toaster, issues could hit before they e...
by KoblerMan
Fri Jul 12, 2019 1:56 am
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 28088

Re: A Case for Balancing Nuclear Power

I ran my 600SPM "mini-mega-base" on nuclear with zero UPS issues. The thought of running around placing enough solar panels to compete was horrifying. How is that possible? Do you have PC Gamer Magazine's large pixel collider? I would guess that despite the image this forum projects, rela...
by KoblerMan
Thu Jul 11, 2019 9:44 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 28088

Re: A Case for Balancing Nuclear Power

Ok, let's throw around some more facts and formulas: There's only one type of "steam": { type = "fluid", name = "steam", default_temperature = 15, max_temperature = 1000, heat_capacity = "0.2KJ", gas_temperature = 15, }, Both coal-boiler and reactor are defin...
by KoblerMan
Thu Jul 11, 2019 8:02 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 28088

Re: A Case for Balancing Nuclear Power

Ok, I get it with what people have to say about UPS. It's my fault for putting that argument foremost instead of the water consumption statistics, as it's much less pertinent IMO. So, I'd like to add some hard numbers since I pretty much neglected to do this before. This next calculation just works ...
by KoblerMan
Tue Jul 09, 2019 6:54 am
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 28088

Re: A Case for Balancing Nuclear Power

I have heard it some times, but saying it's heard all the time is a blatant exageration. Is it really that blatant though? Sure it's a hyperbole, but if enough people believe it, it's probably true. I kind of needed a declarative statement to open with as well, from a writing structure standpoint. ...
by KoblerMan
Tue Jul 09, 2019 4:53 am
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 28088

A Case for Balancing Nuclear Power

Introduction So, we hear it all the time: "Solar power is waaaay better than nuclear." Why is that so? Nuclear power is simply not properly balanced in its current form. I'd like to first establish the main reasons for solar being better, why nuclear is not sustainable, and then give my p...
by KoblerMan
Tue Apr 23, 2019 8:26 pm
Forum: News
Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Replies: 40
Views: 20796

Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II

tbh, that new icon for the power posts looks like a mess on the belt in any resolution. The old one has a very defined shape that is easily recognizable in any size above 8px (and at that size you only see colors anyway). Yeah, but let's be honest here: if you're belting power poles, the icon fidel...
by KoblerMan
Fri Jan 25, 2019 8:47 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 75051

Re: Friday Facts #279 - Train GUI & Modern Spitter

I would hint a change of the temporary trainstation for easier use.... as you have stated 'for personal' use its quite resonable that a certail loco/train is used for personal transport. So i would suggest that you could mark a loco as 'personal' and when clickin on the map for a temporal train-sto...
by KoblerMan
Fri Jan 18, 2019 7:40 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 65365

Re: Friday Facts #278 - The new quickbar

While some initial playtesting shows that most things are stable, we have yet to have our typical office-wide week/fortnight of playtesting and tweaking. Inevitably things that we need to solve will come up during this playtesting, so it would be unwise to release before it is complete. Hey, here's...

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