Search found 118 matches
- Fri Jan 27, 2017 6:23 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 54842
Re: Friday Facts #175 - Programmable Speaker
I had a similar issue 10 years ago while developing in delphi - the network library was compiled into the executable. One widely known av scanner found a virus in it. I sent the executable to the developers of tje av and they approved that it does not contain any virus and a updated their av ...
- Sat Jan 21, 2017 2:17 pm
- Forum: Ideas and Suggestions
- Topic: Circuit wire
- Replies: 7
- Views: 4028
Re: Circuit wire
The best would be to reduce wires to one and add channels - so it would be possible to send multiple valus of the same signal
That adds complexity in configuration to all circuit-enabled entities and you will lose the ability to see how things are connected by hovering the mouse over an entity ...
That adds complexity in configuration to all circuit-enabled entities and you will lose the ability to see how things are connected by hovering the mouse over an entity ...
- Sat Jan 21, 2017 12:32 pm
- Forum: Ideas and Suggestions
- Topic: Circuit wire
- Replies: 7
- Views: 4028
Re: Circuit wire
The best would be to reduce wires to one and add channels - so it would be possible to send multiple valus of the same signal
- Thu Dec 22, 2016 11:13 pm
- Forum: Ideas and Suggestions
- Topic: Combinator Size / Combinator Board
- Replies: 3
- Views: 1557
Re: Combinator Size / Combinator Board
One Entity as a "Combinator Board" (size 2x2 maybe) that could be stacked with components. The most work would be to implement the ui for the combinator board - but i think it would be worth it - combinators are generally choppy to use currently (I know the devs are aware of that).
Ill call this ...
Ill call this ...
- Thu Dec 22, 2016 12:05 pm
- Forum: Ideas and Suggestions
- Topic: Combinator Size / Combinator Board
- Replies: 3
- Views: 1557
Combinator Size / Combinator Board
I know the devs are in the works for optimizing combinators but i don't know if they are considering this - maybe this was suggested before - but i did not find anything in the "frequently suggested" section:
If you have a bunch of assemblers or furnaces and want to use combinators you have to make ...
If you have a bunch of assemblers or furnaces and want to use combinators you have to make ...
- Wed Dec 21, 2016 9:54 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1232456
Re: Factorio Roadmap for 0.15 + 0.16
What about programmable assemblers - will they be included in 0.15? That would be some extreme fun with combinators - just imagine building a rocket just by one assembler (other assembling machines excepted of cause).
Check out Crafting Combinator . Does pretty much what you said ;)
Thanks, i ...
Check out Crafting Combinator . Does pretty much what you said ;)
Thanks, i ...
- Wed Dec 21, 2016 6:17 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1232456
Re: Factorio Roadmap for 0.15 + 0.16
What about programmable assemblers - will they be included in 0.15? That would be some extreme fun with combinators - just imagine building a rocket just by one assembler (other assembling machines excepted of cause).
- Sat Dec 17, 2016 10:56 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1232456
Re: Factorio Roadmap for 0.15 + 0.16
I remember a screenshot from the devs of the internal ticket system - so my question is:
programmable assemblers: Included in 0.15? Or do we have to wait for 0.16? :) i know there are some edge cases to consider but that would be some nice mechanic to open up an extremly diferent playstyle.
Would ...
programmable assemblers: Included in 0.15? Or do we have to wait for 0.16? :) i know there are some edge cases to consider but that would be some nice mechanic to open up an extremly diferent playstyle.
Would ...
- Tue Dec 06, 2016 9:14 pm
- Forum: Ideas and Suggestions
- Topic: Stacked Hand Crafting
- Replies: 5
- Views: 2011
Re: Stacked Hand Crafting
I am okay with the automation argument. I think it is okay to make a decision: automate it or wait for it to complete by hand. But the "complete by hand" feels a little bit choppy if at first all sub-components of all end-products are made and then all end products. Maybe make it a option to change ...
- Tue Dec 06, 2016 2:35 pm
- Forum: Ideas and Suggestions
- Topic: Stacked Hand Crafting
- Replies: 5
- Views: 2011
Stacked Hand Crafting
Simple Suggestion: In the early game it is often necessary to craft multiple items of the same type by hand (Sometimes this happens in the mid game too). Some items need items that are them self crafted:
- Belt
- Burner Mining Drill
- Burner Inserter
- Steam Engine
Simple Example:
I have 300 iron ...
- Belt
- Burner Mining Drill
- Burner Inserter
- Steam Engine
Simple Example:
I have 300 iron ...
- Wed Nov 16, 2016 6:54 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 446
- Views: 365124
Re: Performance optimization - post your saves
Determinism does not prevent multithreading - i know it is pain in the ass to do it right and synchornization issues might eat up all the performance gain but
[easyspeakingmodeon]
Robots that are:
non power-loosing
not in range of biters
not in range of drop off or pick up situations
would be the ...
[easyspeakingmodeon]
Robots that are:
non power-loosing
not in range of biters
not in range of drop off or pick up situations
would be the ...
- Wed Nov 16, 2016 5:41 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 446
- Views: 365124
Re: Performance optimization - post your saves
Attached a game with some bases connected to each other by train. Most bases are unloaded/loaded by Robots - 0.14.20.
my Spec:
i7-920
GTX 970 (4GB)
24 GB RAM.
FPS/UPS mostly linked to each other at 25-30 FPS/UPS. It does not matter if i am near a base with many robots or not - performance stays ...
my Spec:
i7-920
GTX 970 (4GB)
24 GB RAM.
FPS/UPS mostly linked to each other at 25-30 FPS/UPS. It does not matter if i am near a base with many robots or not - performance stays ...
- Sun Nov 13, 2016 8:10 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 158729
Re: Friday Facts #164 - Nuclear power
I am all for combinators needed for maximum efficiency.
easy to learn (no combinators) --> 40% efficiency
hard to master (combinators) --> 90-100% efficiency
easy to learn (no combinators) --> 40% efficiency
hard to master (combinators) --> 90-100% efficiency
- Sat Aug 27, 2016 9:19 am
- Forum: Ideas and Suggestions
- Topic: Toggle: Hide logistic robots
- Replies: 2
- Views: 3955
Toggle: Hide logistic robots
Hi,
in immense logistic robot networks in small areas it is hard to see ground entities and interact with them (robots everywhere). I would like to see a toggle key that toggles the visibility of logistic robots. i would dislike a modifier in the options window because it should be easy to toggle ...
in immense logistic robot networks in small areas it is hard to see ground entities and interact with them (robots everywhere). I would like to see a toggle key that toggles the visibility of logistic robots. i would dislike a modifier in the options window because it should be easy to toggle ...
- Mon Aug 15, 2016 8:04 pm
- Forum: Gameplay Help
- Topic: Smart Smelter Counting Issue
- Replies: 0
- Views: 851
Smart Smelter Counting Issue
Hi!
I have a big problem with my smart smelter for iron plates, copper plates and steel. As usual: It is the counting for iron plates that are inserted for steel production that does not work properly. I don't find the bug...
See Screenshot for one smelting block(top) + example of counter for ...
I have a big problem with my smart smelter for iron plates, copper plates and steel. As usual: It is the counting for iron plates that are inserted for steel production that does not work properly. I don't find the bug...
See Screenshot for one smelting block(top) + example of counter for ...
- Tue Aug 09, 2016 10:18 pm
- Forum: Ideas and Suggestions
- Topic: Day-Night cycle extender selction in game options
- Replies: 2
- Views: 1988
Re: Day-Night cycle extender selction in game options
I like the idea. Especially for solar power it's a nice idea that i have to adopt to different situation (it should be configurable at gamestart). Imho it should not only be the length of the cycle but the ratio too
- Tue Aug 09, 2016 8:39 pm
- Forum: Ideas and Suggestions
- Topic: Indicator if items of blueprint are in inventory
- Replies: 0
- Views: 887
Indicator if items of blueprint are in inventory
It would be cool if there would be an indicator that shows if all items of a blueprint currently picked up are available and the blueprint could be build completly. Implementation would be simple (compare inventory with blueprint entities or compare logistic network content with blueprint entities ...
- Sun Aug 07, 2016 4:17 pm
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 55919
Re: Fluid Processing Poll for input sides
I think it should stay as it is. i know there are situations where it is annoying but sometimes the game is kind of a puzzle...
My solution for many problems that evolve from input-output order of fluids attached. Chemical Plants can be handled in that way too...
Maybe the module beacons are not as ...
My solution for many problems that evolve from input-output order of fluids attached. Chemical Plants can be handled in that way too...
Maybe the module beacons are not as ...
- Wed Aug 03, 2016 6:06 pm
- Forum: Balancing
- Topic: Solar Power Upgrade Research
- Replies: 7
- Views: 4365
Solar Power Upgrade Research
I think most players are annoyed by the fact that solar power just needs so much room.
Additionally build blueprint after blueprint of solar plants is boring - even deciding if you build solar plants on top of ores is a no-brainer.
Another point is, that there is no technology where i have to ...
Additionally build blueprint after blueprint of solar plants is boring - even deciding if you build solar plants on top of ores is a no-brainer.
Another point is, that there is no technology where i have to ...
- Mon Aug 01, 2016 6:55 pm
- Forum: Ideas and Suggestions
- Topic: Naming Entities
- Replies: 0
- Views: 711
Naming Entities
I would like to give some entities a name. Primarily setting a name for combinators would be great.
If i have 5 constant combinators that provide 3 values each (iron plates, copper plates, steel) i have to remember the function of every combinator (requested count combinator, divisor value ...
If i have 5 constant combinators that provide 3 values each (iron plates, copper plates, steel) i have to remember the function of every combinator (requested count combinator, divisor value ...