Search found 51 matches

by Ext3h
Sat May 04, 2019 10:56 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 3813

Re: Scale worker robot speed research

You say mega-factory and "hundreds" of bots in the same sentence. Are you sure you have a bot based mega-factory and not just something that is big compared to a starter base? Even with infinite bot speed 15 a tiny 1k RPM bot-based factory requires 2000 logistics bots and there's no troub...
by Ext3h
Sat May 04, 2019 6:13 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 3813

Re: Scale worker robot speed research

And you don't think that's a deliberate design choice to not buff the throughput of the strongest and easiest logistics option further? Wouldn't call it the easiest though. If you go mega-factory, I had to drop from worker robots back to belts several times, as the robots occasionally tend to just ...
by Ext3h
Sat May 04, 2019 2:48 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 3813

Scale worker robot speed research

So this is about the Worker robot speed endless research. In the current state, this research is close to useless for anything except optimizing delays on rare delivery events or keeping up with the players movement speed (up to hard limits, too). It doesn't work at all for increasing throughput in ...
by Ext3h
Sat Jun 11, 2016 11:24 am
Forum: News
Topic: Friday Facts #142 - Playtesting
Replies: 132
Views: 41809

Re: Friday Facts #142 - Playtesting

"Call a train" good idea. That's already possible, actually. Have a "personal" train parked somewhere, with next issued stop at a "Personal" train stop. Disassemble the stop, and the train will continue looking for it. When you need a train, just place a new stop, set ...
by Ext3h
Sun May 08, 2016 7:14 pm
Forum: Gameplay Help
Topic: Trains and optimal layouts
Replies: 12
Views: 22524

Re: Trains and optimal layouts

My setup: I have single header trains with one loc and 4 wagons (L-CCCC), and what I do is: I wonder why so many players mix LCC and LCCCC trains. Why not just extend the latter one to LCCCCL with both locomotives facing the same direction? Now both reach the same top speed and acceleration behavio...
by Ext3h
Sat May 07, 2016 9:45 pm
Forum: Gameplay Help
Topic: Trains and optimal layouts
Replies: 12
Views: 22524

Re: Trains and optimal layouts

At least for a double rail, high speed track, I actually found roundabouts working quite well: circle.png During peaks, I actually have 3 or 4 trains passing through it simultaneously, and not a single lock ever. It also signals far enough ahead to ensure that trains will at most have to slow down a...
by Ext3h
Tue May 03, 2016 1:05 pm
Forum: Pending
Topic: [0.12.30] [kovarex] Dead players in multiplayer savegames are dead for good
Replies: 2
Views: 517

Re: [0.12.30] [kovarex] Dead players in multiplayer savegames are dead for good

My fault, I checked back with the other user, and it wasn't a player, but the host wo was dead in the savegame. Even though I still don't know how that happened. It was an autosave, and the game was played in singleplayer at times. I think the savegame was from a singleplayer. It looks as if the aut...
by Ext3h
Sat Apr 30, 2016 8:56 pm
Forum: Pending
Topic: [0.12.30] [kovarex] Dead players in multiplayer savegames are dead for good
Replies: 2
Views: 517

[0.12.30] [kovarex] Dead players in multiplayer savegames are dead for good

Just as the title says.

If you load a saved multiplayer game in which a player is dead (meaning he was currently in the respawn timer when the savegame was created), the player will stay dead when reconnecting. Respectively, he won't get a character spawned and is stuck in observer mode.
by Ext3h
Sun Mar 20, 2016 1:31 pm
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 3945

Re: Modding - Transport belt building blocks

Another output option: add to inventory (or just some slots) To allow for loader like mechanics and to allow the mod to just check whether there is enough stuff in there and then remove the items and do its thing. Similarly: auto feeding an lane output from an inventory. I like that, a lot. Questio...
by Ext3h
Thu Mar 17, 2016 7:50 am
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 3945

Re: Modding - Transport belt building blocks

1x1, constant polling of adjacent belt feeds to check for items. The issue is it takes from the belt the instant the item is on the belt, which looks odd. Can handle full blue belt throughput too. Ah OK, so you are treating the neighboring belts as if they were part of your entity, with all the pos...
by Ext3h
Wed Mar 16, 2016 8:01 pm
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 3945

Re: Modding - Transport belt building blocks

The first proposed use of a belt splitter (NS to EW) is actually possible, and I've actually made one that functions. Size 1x1, or full 2x2/3x3 with entirely separate, full input and output belts? Yes, it's possible with the latter size, and massive polling. Actually, all of them are possible, if y...
by Ext3h
Wed Mar 16, 2016 12:53 pm
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 3945

Re: Modding - Transport belt building blocks

Ah, so you meant "The callback is only called once per item". And I assume you meant to say "Input", not "Output". Not the same as explicit removal though, an item being handled by lane-to-lane transfer later in the filter list would also be removed, just not explicitly...
by Ext3h
Wed Mar 16, 2016 12:38 pm
Forum: Resolved Problems and Bugs
Topic: [FORUM] All deep links from Google are dead
Replies: 5
Views: 621

Re: [FORUM] All deep links from Google are dead

Thanks, deep links are working again.

Now we've got to wait for Google to retry. Guess Google stopped crawling when it noticed a large number of 301s to the same location.
by Ext3h
Wed Mar 16, 2016 12:04 pm
Forum: Resolved Problems and Bugs
Topic: [FORUM] All deep links from Google are dead
Replies: 5
Views: 621

[FORUM] All deep links from Google are dead

Since https://forums.factorio.com/forum/[query] got moved/rewritten to https://forums.factorio.com/[query], essentially all links indexed by google are now pointing to https://forums.factorio.com/[query] instead, which only contains a static redirect to https://forums.factorio.com/, and the query is...
by Ext3h
Wed Mar 16, 2016 11:49 am
Forum: Implemented Suggestions
Topic: Allow mods to register "slash" commands or global functions
Replies: 6
Views: 1700

Re: Allow mods to register "slash" commands or global functions

Before taking a quick shot here on baking an API, there would be other questions to be answered first, partially related to multiplayer. Open points would then be: Permissions (since mods themselves are not MP-aware at all) Related to permissions, command visibility Name collisions (allowing mods to...
by Ext3h
Mon Mar 14, 2016 7:39 pm
Forum: Outdated/Not implemented
Topic: Laser turret front facing
Replies: 3
Views: 1333

Re: Laser turret front facing

After shooting, laser and gun turrets snap to the nearest 90Β° angle.

It doesn't even matter how you place them, they will always roughly point in the direction they last shot.
by Ext3h
Mon Mar 14, 2016 2:47 pm
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 3945

Re: Modding - Transport belt building blocks

What I'm quite sure about is, that this should not be opened to Lua Code. This is by far too slow. :) Not even remotely sure about that. What's the current performance level of the chosen LUA engine? Something around 2-5k LUA functions invoked from native code, per second, on a 2Ghz C2D? Proportion...
by Ext3h
Sun Mar 13, 2016 1:45 pm
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 3945

Re: Modding - Transport belt building blocks

I'm not sure where you're going with "building blocks" but if you mean having a way of defining transport lane in/out connections, with some way of controlling which input lane each output draws from, then I'm on board. Presumably the prototype format would be similar to fluid box connect...
by Ext3h
Thu Mar 10, 2016 1:42 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 134897

Re: Friday Facts #128 - Back down to earth

Klonan... You are turning it into something entirely different. A chest with a filter was not the intended use case (as I see it). Adding filters to chest is a different issue altogether. Well its just ideas :P Still, filtering does sound reasonable. Even though I would rather prefer some "mag...
by Ext3h
Wed Mar 09, 2016 8:37 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 134897

Re: Friday Facts #128 - Back down to earth

That way it increases throughput but also increases the footprint of the buildings. So you can get more compact with inserters or take up more space but have more throughput with loaders/unloaders. Except that the footprint for a transport belt solution is already bad enough as it is, part of the r...

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