Search found 81 matches

by taiiat
Tue May 24, 2016 4:03 am
Forum: Not a bug
Topic: Memory leak when left a long time.
Replies: 22
Views: 7277

Re: Memory leak when left a long time.

You use that word a lot but I don't think you know what it actually means. A memory leak implies there's memory allocated that the program no longer has any references to and will never release until the program terminates. If you load a large map and it uses a bunch of RAM - that's normal. When yo...
by taiiat
Tue May 24, 2016 2:33 am
Forum: Not a bug
Topic: Memory leak when left a long time.
Replies: 22
Views: 7277

Re: Memory leak when left a long time.

ah, just the sort of thing i was looking for. in V0.12.33, there's definitely some sort of Memory Leak. it seems to be very, very minor if you just start a new game and watch memory. but the more things you do, the faster it seems to leak. ending up as the fairly early new game i had started, where ...
by taiiat
Mon May 23, 2016 4:33 am
Forum: General discussion
Topic: Belt Corner Speed or .12 got it wrong
Replies: 71
Views: 27025

Re: Belt Corner Speed or .12 got it wrong

it's also nice to see the blue (yellow/red) line between the items to make it clearer which belt is underneath. functionality is already present - you can clearly see the moving arrows on the Belt even if it's completely backed up. and that means you can see the color. ergo, already present. you wo...
by taiiat
Sat May 21, 2016 8:46 pm
Forum: General discussion
Topic: Belt Corner Speed or .12 got it wrong
Replies: 71
Views: 27025

Re: Belt Corner Speed or .12 got it wrong

that alternate belt look sounds like the perfect thing to have in a 1st party Mod for those that need things to look that way. i don't want the Arrow sides to become misaligned though, THAT would bother me. the looks of Belts as it stands is basically perfect. the space in the center lets you see th...
by taiiat
Sat May 21, 2016 8:42 pm
Forum: General discussion
Topic: Productivity modules: where do you draw the line?
Replies: 52
Views: 20393

Re: Productivity modules: where do you draw the line?

It's because combat in Factorio is annoying as fuck, and not the least amount of fun. Not in the defense and certainly not in the offense. to each his own, but i find the Tank rather fun to fight with. sniping out single targets with AP Shells(or columns of targets) or taking out groups with HE She...
by taiiat
Tue May 17, 2016 10:02 pm
Forum: General discussion
Topic: Productivity modules: where do you draw the line?
Replies: 52
Views: 20393

Re: Productivity modules: where do you draw the line?

If you're trying to be efficient with resources spent on the expensive prod modules (e.g. level 3 especially), then the best place need not be in something you make a lot of because of how many assemblers you have making that item. It really does solely come to down to resources used/sec, nothing e...
by taiiat
Tue May 17, 2016 4:12 am
Forum: General discussion
Topic: Productivity modules: where do you draw the line?
Replies: 52
Views: 20393

Re: Productivity modules: where do you draw the line?

For example if you want to stretch ore usage So the first place you put prod modules is the relatively lowly electronic circuits, next the blue circuits, next the copper wire. The red circuit is a grossly inefficient place to use prod modules despite being higher in the chain. A prod module in elec...
by taiiat
Sun May 15, 2016 1:19 pm
Forum: General discussion
Topic: Productivity modules: where do you draw the line?
Replies: 52
Views: 20393

Re: Productivity modules: where do you draw the line?

i will not use Productivity Modules unless i have Beacons.
otherwise it's a mixture Efficiency and Speed.

luckily that's fine since by the time the Factory starts consuming inordinate amounts of everything, you definitely have Beacons available.
by taiiat
Sun May 15, 2016 1:06 pm
Forum: General discussion
Topic: Steam summer sale and factorio
Replies: 52
Views: 77031

Re: Steam summer sale and factorio

If you think it is priced too high, then it is your choice to not purchase, and we hope that with enough time, and extra development, we will be able to convince you of its value. i approve. super high-five. https://36.media.tumblr.com/8d4116cab37f8c572d326666c65903ea/tumblr_n8nd4vBsv01qiir75o1_500...
by taiiat
Tue May 10, 2016 9:19 pm
Forum: General discussion
Topic: Belt Corner Speed or .12 got it wrong
Replies: 71
Views: 27025

Re: Belt Corner Speed or .12 got it wrong

Lets apply this principle to a FPS game. Lets pretend two people aim at each-other and pull the trigger at the same moment. The guy with the lower latency wins...Clearly. it actually heavily depends on how Latency Compensation is handled in said theoretical game. there's ways to handle it (that som...
by taiiat
Tue May 10, 2016 8:48 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Non-throughput-limited 8+ belt balancers?
Replies: 65
Views: 72999

Re: Non-throughput-limited 8+ belt balancers?

sorry if i missed something as i only read the first page, and bit of the second, last page: i'm far from an expert on this game - but what should help significantly is having Splitters which are faster than the Belts they are attached to. this will reduce gaps in flow significantly. the Splitters a...
by taiiat
Mon Apr 25, 2016 8:36 pm
Forum: General discussion
Topic: Wood!
Replies: 9
Views: 5426

Re: Wood!

Maybe if there was a way to automate wood gathering like you can with ores, there could be a justification for a use for wood other than for low-tier fuel and early power poles. it's available in lower volumes and densities than Ores, though. even if you could automate Woodcutting (which would be n...
by taiiat
Mon Apr 25, 2016 8:33 pm
Forum: General discussion
Topic: Train stations V vs H
Replies: 45
Views: 15931

Re: Train stations V vs H

But is having H = V really worth the hack fix and time wasted? "is fixing unintended problems that directly impact gameplay worth it?" - all Developers would say yes. and i certainly agree. fixing problems is better than ignoring problems. especially if a quick(ish) improvement can be fou...
by taiiat
Wed Apr 20, 2016 5:33 am
Forum: General discussion
Topic: Wood!
Replies: 9
Views: 5426

Re: Wood!

could always go with the 'bog standard' and let people 'smelt' wood into Coal.
probably not 1:1, perhaps 3-5:1.
by taiiat
Wed Apr 20, 2016 5:26 am
Forum: General discussion
Topic: Come and Guess #2: Stable Version of 0.13
Replies: 78
Views: 39137

Re: Come and Guess #2: Stable Version of 0.13

if i commit a sin and pretend this is a Ubisoft game - never.
:)
by taiiat
Tue Apr 12, 2016 7:34 am
Forum: General discussion
Topic: Train stations V vs H
Replies: 45
Views: 15931

Re: Train stations V vs H

part of the problem is using a Poll to collect data - they don't work, and they provide completely inaccurate data. the only useful statistical data metrics are polls that also require voters explain why they chose what they chose. without explaining why you choose something, your choice means nothi...
by taiiat
Tue Apr 12, 2016 7:31 am
Forum: General discussion
Topic: SOLAR or STEAM [poll]
Replies: 72
Views: 36699

Re: SOLAR or STEAM [poll]

Maybe this is where our communication confusion is coming from, I didn't intend to mean that it is hard to get steam working, it is just that steam requires some sort of logical layout, where as solar can be plonked anywhere as long as they are in the same power network. ofcourse. Steam isn't diffi...
by taiiat
Mon Apr 11, 2016 6:30 pm
Forum: General discussion
Topic: The purpose of faster transport belts
Replies: 15
Views: 11180

Re: The purpose of faster transport belts

But in most cases (or at least in my most cases) it's like in this picture. And in this case the choice of belt doesn't change anything, does it? then you definitely don't have a situation where you need faster belts. my Factory definitely needs them, because basic Belts are too slow to supply the ...
by taiiat
Mon Apr 11, 2016 5:54 pm
Forum: General discussion
Topic: Train stations V vs H
Replies: 45
Views: 15931

Re: Train stations V vs H

I think they should just split the difference and implement both methods....stretch the graphics but use gaps to keep from looking too ridiculous. it was my impression the Blog ended on that note as a likely final solution. These are far from perfect, but with some little adjustments, like a connec...
by taiiat
Mon Apr 11, 2016 5:45 pm
Forum: General discussion
Topic: SOLAR or STEAM [poll]
Replies: 72
Views: 36699

Re: SOLAR or STEAM [poll]

That is the deposit itself, not the actual output of mines. The map I'm using will sometimes have stone mixed in with copper ore (a few tiles will have both copper and stone) and I do like the extra step that it adds to separate the two. yes, and the way it generates is your fluctuation. adding fur...

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