Search found 108 matches

by greep
Tue Jan 17, 2017 7:01 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200693

Re: Parrallel processing in games & applications

FYI, you really should read that link smarty posted, it's pretty obvious they've considered everything you've said: "Multithreading the update itself, which is the real bottleneck in big factories is the most needed step currently, but it is also the most complicated. Factorio needs to be fully...
by greep
Tue Jan 17, 2017 6:31 am
Forum: Balancing
Topic: Assemblers... tier 1, 2 and 3
Replies: 6
Views: 3608

Re: Assemblers... tier 1, 2 and 3

Eh, assembler 2 is really easy to have finished by the time you need that one inserter assembler for green science.

Incidentally, if you think this is really a problem, it can be solved by just bumping assembler 1 to 3 ingredients.
by greep
Sun Jan 15, 2017 4:08 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200693

Re: Parrallel processing in games & applications

Well, I think the reason mainstream games don't care much or at all about parallel processing is because I can't see it mattering much in games. People can spend days/weeks working on a ~2x speedup throughout their game with multithreaded solutions that can be both buggy and difficult to debug, or t...
by greep
Fri Jan 13, 2017 6:16 am
Forum: Balancing
Topic: Please use Stone in more recipies
Replies: 18
Views: 6827

Re: Please use Stone in more recipies

Right, but stones can be used to cover the world with walls, but nobody does. For the same reason that you don't build ridiculous amounts of pumps and commit mass deforestation with the intent to use it for fuel. Like even with iron and copper, one of those two is going to be a limiting factor (iron...
by greep
Thu Jan 12, 2017 3:14 pm
Forum: Balancing
Topic: Trains vs conveyors?
Replies: 108
Views: 79565

Re: Trains vs conveyors?

I was just assuming that a 10 blue belt lane would cover pretty much any load necessary, if you manage to get more ore than that to your central area it'd start being more efficient to ship end products, and it's easier to switch product flow with belts. I suppose if you're actually going for exactl...
by greep
Thu Jan 12, 2017 5:09 am
Forum: Balancing
Topic: Please use Stone in more recipies
Replies: 18
Views: 6827

Re: Please use Stone in more recipies

Well, just because something is there doesn't mean it needs to be used. There's tens of thousands of trees, but you aren't using all the wood, there's thousands of tiles of water surface, but you aren't building thousands of pumps. There's billions of tons of dirt and you aren't using any of it :D S...
by greep
Thu Jan 12, 2017 3:46 am
Forum: Balancing
Topic: Trains vs conveyors?
Replies: 108
Views: 79565

Re: Trains vs conveyors?

I meant time as in train management as you increase stations, not rail or station placement. As stations dry up or new ones are made, you need to account for this with every train for pickup stations in very large networks. Addmittedly, I haven't played with the new train logic system yet, but unles...
by greep
Wed Jan 11, 2017 5:11 am
Forum: Balancing
Topic: Trains vs conveyors?
Replies: 108
Views: 79565

Re: Trains vs conveyors?

Well, unless you're playing with very low resources, material cost shouldn't even really be a factor, the price of transport compared to what you're hauling is miniscule. Time is much more important, and belts clobber trains since train time management grows over time based on stations and trains. L...
by greep
Tue Jan 10, 2017 5:04 am
Forum: Balancing
Topic: Early game modular armor rebalance
Replies: 57
Views: 15387

Re: Early game modular armor rebalance

Well I just used you've got a package / eco unfriendly as a crude estimate. About half sounds right. As for progressive armor, that would be really nice, although the oly one that needs it now is power armor -> power armor mk2, and they could just get rid of that issue by making the mk1 cheaper.
by greep
Mon Jan 09, 2017 6:20 am
Forum: Balancing
Topic: Early game modular armor rebalance
Replies: 57
Views: 15387

Early game modular armor rebalance

The lowly modular armor, so interesting, but so worthless. Newbies can't get the required materials to make use of it, and more experienced players just skip it for cheap tanks followed by power armor. Looking at the achievements, only about half the players who seriously get into the game really ma...
by greep
Thu May 19, 2016 3:26 am
Forum: Show your Creations
Topic: Let's see your messy builds
Replies: 15
Views: 33793

Re: Let's see your messy builds

So transporting ore base-wide distances probably shouldn't be done with bots. Moreso when you already in fact have a dried up conveyor system 5 feet away ready to use.


But it looks really cool.

Image
by greep
Thu May 19, 2016 3:16 am
Forum: General discussion
Topic: What inspired you to buy Factorio?
Replies: 29
Views: 9268

Re: What inspired you to buy Factorio?

-High reviews
-Builder game
-cheap

Didn't even read the description. Not regretted :)
by greep
Sat May 14, 2016 11:22 pm
Forum: General discussion
Topic: Are compressed belts really good?
Replies: 24
Views: 9705

Re: Are compressed belts really good?

I think if you're worrying about this question you aren't building fast enough. You should overproduce base materials to compression point to give you extra slack to build more assemblers which leads to these materials not being compressed, then you go back to step one. Pretty simple.
by greep
Sun May 08, 2016 7:50 pm
Forum: Balancing
Topic: Should killing a nest increase global evolution?
Replies: 14
Views: 6592

Re: Should killing a nest increase global evolution?

Heh, well I think you've pretty much derailed your own thread. Now the problem is API, steam achievements, etc. As for opening up the game, usually heavily opening up the game's code for modding only happens a few months after release (so maybe like 2 years from now?) which is totally a game creator...
by greep
Fri May 06, 2016 3:22 am
Forum: General discussion
Topic: World generator difficulty level
Replies: 6
Views: 2213

Re: World generator difficulty level

IIRC, higher frequency isn't going to change the total ores and enemies, size defintely does, though. It's just how spread out they are (high = averaged out, low = clumped), and richness is the alient artifact rate for enemies, right. As for whether to go very low or low, I'd say if you want a chall...
by greep
Fri May 06, 2016 3:03 am
Forum: Balancing
Topic: Should killing a nest increase global evolution?
Replies: 14
Views: 6592

Re: Should killing a nest increase global evolution?

Killing nests absolutely needs to raise evolution for the simple fact that if you stuff efficiency mods and focus on offense, you could then conceivably simply conquer several hundred chunks with ease and then build defenses later. You could make a case for the destroy factor being lowered, though. ...
by greep
Fri May 06, 2016 2:54 am
Forum: General discussion
Topic: World generator difficulty level
Replies: 6
Views: 2213

Re: World generator difficulty level

Oil can seriously become a pain on lower resource levels in the beginning of the game. Eventually of course, it becomes infinite, but only in the theoretical sense. But other than that "low" is really just normal for an experienced player. You can even go down to very low across the board ...
by greep
Tue May 03, 2016 6:34 am
Forum: General discussion
Topic: Productivity modules: where do you draw the line?
Replies: 52
Views: 20192

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

Nah it's still speed3 all around for pumpjacks, since said above situation doesn't happen in a real game (if you have one oil spot, you're not going to waste 14 modules on one oil spot, and if you have more you can't fit the beacons).
by greep
Sat Apr 30, 2016 4:39 am
Forum: Ideas and Suggestions
Topic: A modest proposal
Replies: 3
Views: 1458

A modest proposal

Image

Seriously now, after a conquering spree I'm actually at the point of making a chest and shotgunning it to get rid of these things. We can destroy their habitat and commit mass genocide, but we can't incinerate their remains?
by greep
Sat Apr 30, 2016 4:26 am
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 35339

Re: Removing walls above resources

I never mine any resources by hand, apart from a few trees to power the first few miners and furnaces. So a toggle which turns off hand mining (apart from trees) would be useful in map generation: something like "Allow hand mining". Definitely this but not as map gen but rather as a game ...

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