Search found 51 matches

by TheSkiGeek
Thu Jul 14, 2016 4:56 pm
Forum: Ideas and Suggestions
Topic: Add a slider to increase research and build times
Replies: 21
Views: 8779

Re: Add a slider to increase research and build times

Sounds like an awesome idea to me. I wonder if these various items are moddable. If they are, then I wonder if there might be an "out of game" way for someone to write some code to modify these values before you start the game so we could see the effects before asking the developers to fo...
by TheSkiGeek
Tue Jul 12, 2016 9:51 pm
Forum: Gameplay Help
Topic: Non-game-changing mods and Achievements
Replies: 1
Views: 1070

Re: Non-game-changing mods and Achievements

The game still tracks achievements if you are using mods, they just don't get published to Steam.

Currently, using any mods will disable Steam achievements. The devs have indicated they would like to support interface-only mods properly in the future, but they have not given a timetable for that.
by TheSkiGeek
Tue Jul 12, 2016 9:47 pm
Forum: Gameplay Help
Topic: How to force recalculation of train paths?
Replies: 28
Views: 10559

Re: How to force recalculation of train paths?

Currently, trains only pick a destination when they leave a station - if you have multiple same-named stations, a train will pick one to go to when it leaves the previous station in its schedule. If it's blocked at a signal it can try to pick another path, but it won't pick a different destination a...
by TheSkiGeek
Tue Jul 12, 2016 3:29 pm
Forum: Gameplay Help
Topic: No oil!
Replies: 14
Views: 13366

Re: No oil!

I thought low frequency also made patches larger. Is that not the case? (Anymore?) It was one of those things that seemed odd unless you considered it like a radio wave frequency. In theory, yes, there should be the same total amount of resources per area. But you might have to go REALLY REALLY REA...
by TheSkiGeek
Mon Jul 11, 2016 9:50 pm
Forum: Ideas and Suggestions
Topic: Bot pathing for big bases
Replies: 33
Views: 12888

Re: Bot pathing for big bases

It feels like it wouldn't be too hard to compute optimal paths between all the roboports, since it only has to be updated once each time a roboport is placed. You could potentially do it lazily in the background for the existing ones when a new roboport is placed. Theaoretical yes. Practial they do...
by TheSkiGeek
Sun Jul 10, 2016 1:56 am
Forum: Ideas and Suggestions
Topic: Bot pathing for big bases
Replies: 33
Views: 12888

Re: Bot pathing for big bases

It feels like it wouldn't be too hard to compute optimal paths between all the roboports, since it only has to be updated once each time a roboport is placed. You could potentially do it lazily in the background for the existing ones when a new roboport is placed. If you did that then you could have...
by TheSkiGeek
Fri Jul 08, 2016 8:44 pm
Forum: Balancing
Topic: [0.13] Increase copy/paste filter numbers for requester chests
Replies: 16
Views: 5479

Re: [0.13] Increase copy/paste filter numbers for requester chests

What it ought to do IMO is set it for ~30s or so worth of production (given the speed of the assembler), rather than a fixed multiple of the recipe's cost.
by TheSkiGeek
Fri Jul 08, 2016 4:52 pm
Forum: Gameplay Help
Topic: [0.13.x] Resource distribution
Replies: 2
Views: 1050

Re: [0.13.x] Resource distribution

It seems like they tweaked it somewhat towards more wells per patch with lower yields per well. This gets you more "trickle" oil in the long run. And as mentioned in that thread, it does increase with distance, just slowly. Also, the degradation rate of wells was halved in 0.13, so you'll ...
by TheSkiGeek
Fri Jul 08, 2016 2:24 am
Forum: Gameplay Help
Topic: No oil!
Replies: 14
Views: 13366

Re: No oil!

Resource generation is random - this means there can sometimes be huge stretches of the map with little or none of any specific resource. Especially if you lowered the frequency of resource patches. This is not really a bug, and definitely not a case of inadequate testing. (Also worth noting that in...
by TheSkiGeek
Fri Jul 08, 2016 2:15 am
Forum: General discussion
Topic: Best way to defend
Replies: 28
Views: 20789

Re: Best way to defend

Depends on how much you're getting attacked and from where. Early on, when your base isn't that big, it's pretty viable to completely wall it off. Sometimes it is helpful to leave a few strategic openings with "kill zones" lined with turrets -- biters will try to go for openings if they're...
by TheSkiGeek
Thu Jul 07, 2016 9:22 pm
Forum: Ideas and Suggestions
Topic: Be more clear about pollution from modules
Replies: 5
Views: 1983

Re: Be more clear about pollution from modules

If it was that simple Some buildings like Pumpjacks have enormous pollution and low power consumption. Some like Labs have no pollution but a decent power consumption. So there is no clear connection between those. And it is only modules that can change the value even if through indirect way like m...
by TheSkiGeek
Thu Jul 07, 2016 9:20 pm
Forum: Gameplay Help
Topic: [0.13.x] Need help to understand the new biter expansion
Replies: 14
Views: 4513

Re: [0.13.x] Need help to understand the new biter expansion

The main thing I'm hearing about 0.13 is that "victory poles" no longer work. In 0.12, I think biter expansions would always appear a minimum distance from any of your base elements. That probably sounded like a reasonable idea to the DEVS until we all figured out we could put an ultra ch...
by TheSkiGeek
Thu Jul 07, 2016 3:38 am
Forum: Ideas and Suggestions
Topic: Be more clear about pollution from modules
Replies: 5
Views: 1983

Re: Be more clear about pollution from modules

Only productivity modules have an explicit pollution penalty.

However, I agree they don't do a god job explaining that pollution scales up and down with power consumption.
by TheSkiGeek
Thu Jul 07, 2016 3:29 am
Forum: Gameplay Help
Topic: Train with 2 engines
Replies: 8
Views: 17614

Re: Train with 2 engines

1) Stations are one-way and must be on the right relative to the train's direction of travel. If you want a train to back and forth on a single rail the stations have to be on opposite sides of the track. 2) Signals are one-way unless exactly paired and also must be on the right relative to the trai...
by TheSkiGeek
Thu Jul 07, 2016 3:23 am
Forum: Gameplay Help
Topic: Setting up a constantly red rail signal
Replies: 3
Views: 1525

Re: Setting up a constantly red rail signal

Not sure about the combinator issue, but signals are one-way unless you pair them. Just put a single signal going the way you want the trains to go and they won't auto-drive the other direction on that stretch of track.
by TheSkiGeek
Thu Jul 07, 2016 3:14 am
Forum: Gameplay Help
Topic: [0.13.x] Need help to understand the new biter expansion
Replies: 14
Views: 4513

Re: [0.13.x] Need help to understand the new biter expansion

Evolution didn't change. Enemies evolve from three things: 1) they evolve veeeeeeery slowly over time no matter what. 2) they evolve a tiny bit for every unit of pollution you produce (it doesn't matter if it touches nests or not.) 3) they evolve a bit each time you destroy a nest (killing individua...
by TheSkiGeek
Thu Jul 07, 2016 2:58 am
Forum: Gameplay Help
Topic: Construction robot doesn't repair
Replies: 1
Views: 3277

Re: Construction robot doesn't repair

Make sure: 1) the turrets are in range of a roboport 2) there are available construction bots on that network 3) there are repair packs in the roboport itself or in logistic storage on that network. Bots on your personal roboport can use repair packs in your inventory, but roboport-based ones can't.
by TheSkiGeek
Wed Jul 06, 2016 7:17 pm
Forum: Ideas and Suggestions
Topic: Steam cloud sync, saves get silently overwritten
Replies: 3
Views: 5146

Re: Steam cloud sync, saves get silently overwritten

Steam will warn you if you play offline and have newer data than in the cloud. I'm surprised it didn't warn you that the local data was newer than the cloud data at startup? Or maybe it assumed that because you modified it locally after syncing that you wanted that data to upload. I'm not sure that ...
by TheSkiGeek
Sat Jul 02, 2016 11:45 pm
Forum: General discussion
Topic: Game FPS at End game
Replies: 56
Views: 19279

Re: Game FPS at End game

Wow this Post really took off. I thought it was going to die considering the lack of etiquette at the start I want to point out that the post I made with regards to none of my CPUs were at 100% and that I had to be at resource limit which was why my game was slow and that Resource Monitor nor task ...
by TheSkiGeek
Sat Jul 02, 2016 10:49 pm
Forum: Ideas and Suggestions
Topic: Don't require factorio_version to be changed when not needed
Replies: 34
Views: 7762

Re: Don't require factorio_version to be changed when not needed

>For now I don't see it as real problem. Unpack zip, change info.json. Fixed. This is a bit much for less technical users. Less technical users will force-load all their outdated mods, be greeted with errors from mods that do require changes to get running and they are back to square one with broke...

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