Search found 233 matches
- Tue Jan 09, 2018 4:00 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288009
Re: Friday Facts #224 - Bots versus belts
While the pitfall of building stupid by new players is real, does it really require us to drop the only endgame logistic system off because people who don't like optimising their factories won't optimise their factories? If you want to hear my opinion, definitely not. But it is worth some effort lo...
- Mon Jan 08, 2018 5:28 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288009
Re: Friday Facts #224 - Bots versus belts
I find this hilarious because when I saw what a single player could do designing things in creative mode and then building them with blueprints and bots in survival, I bought the game. so for me, creative mode is half the fun where I can chill and design better blueprints. the game would be incredi...
- Mon Jan 08, 2018 5:04 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288009
Re: Friday Facts #224 - Bots versus belts
And to the people who talk about collision box for bots..or why a bot can move a power plant. Why can the player have 1000 trains in his inventory why, this or why that? The argument for collision boxes is not about realism, it is about identifying what properties make bots overpowered and what cou...
- Sun Jan 07, 2018 11:26 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288009
Re: Friday Facts #224 - Bots versus belts
This isn't 20 rockets-per-second surgery, here. It's right there in the big bold text at the top of the page. Sure, he walks it back a little further down the page, but if he's "thinking about it" today, that means he wants to do it tomorrow. This is called a straw man argument. He specif...
- Sat Jan 06, 2018 4:03 am
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 37662
Re: Friday Facts #223 - Reflections on 2017
You ARE aware that this is a game and that RL logic has literally no place in it? You seem to misunderstand Oktokolo point: Whether by coincidence or not, water and nuclear reactors are easier to operate close together in both RL and Factorio. If you don't do that, then that's absolutely fine. But ...
- Wed Jan 03, 2018 4:58 am
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 37662
Re: Friday Facts #223 - Reflections on 2017
You’d have to pump to 3 other tanks and split off of them with additional pumps. That’s an awful lot of convoluted effort at both ends just to ramp up flow rates to higher levels. As others have said in this thread, ‘just add another parallel pipe’ is not effective when you can’t split off of the o...
- Mon Jan 01, 2018 3:40 pm
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 37662
Re: Friday Facts #223 - Reflections on 2017
Due to the way that flow exponentially falls off over the first few pipes after the pump, you can't split off to multiple pipe runs and get full flow. Using your example, you can't just keep doubling up on pipe runs and reach the 12,000/s rate of the pump because there is only a single outlet from ...
- Mon Jan 01, 2018 4:15 am
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 37662
Re: Friday Facts #223 - Reflections on 2017
If one pipe doesn't have enough throughput, why not use two pipes in parallel? Because over any significant distance (>10 pipe tiles), it takes *12* pipes in parallel just to carry the flow rating of a *single* pump, and even then you need a modded manifold just to be able to distribute that single...
- Sat Dec 30, 2017 5:11 pm
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 37662
Re: Friday Facts #223 - Reflections on 2017
Barrels may be fine, but they ended up becoming a workaround for the higher flow requirements for larger factories and power plants. The fact that folks could barrel / transport / unbarrel faster than the practical/usable flow rate of pipes highlights the root problem - pipe flow needs a better sol...
- Sat Dec 23, 2017 2:24 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 47156
Re: Friday Facts #222 - Christmas avalanche
I think all this little things that we can optimize in the Factorio is great and makes the game interesting to play in the long run. I think belts shouldn't be automatically be compressed but be something you after playing for while see and think - This is not optimal how can I make it better. For ...
- Tue Dec 19, 2017 9:29 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 49132
Re: Friday Facts #221 - 0.16 is out
This should be (imho) natural, without having to resort to tips and tricks : If I feed my assembling machines with enough stuff, I don't have to do anything else to use them to their full capacity. Should be the same for the belts. Belts and Inserters move things, assemblies make new things, both f...
- Tue Dec 19, 2017 8:40 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 49132
Re: Friday Facts #221 - 0.16 is out
Even though this is awesome, I would either want this item (with besser graphics) to be in the core game or sideloading, inserters, miners and slitters to be able to compress belts. This is in particular way more newbie friendly. Besides what makes it in the game in the end, there should be a nice ...
- Mon Dec 11, 2017 1:13 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 65701
Re: Friday Facts #220 - The best Friday Facts ever
I assume the weird looking will only be at the borders between old and newly generated areasAndrzejef wrote:It probably will be compatible - just looking weird, if you explore further than you have it generated already.
- Sat Dec 09, 2017 12:51 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 65701
Re: Friday Facts #220 - The best Friday Facts ever
... I also hope that the "agro range" of the train is big. Perhaps even bigger than the shooting range of the train. With that, the train wouldn't be quite the "i win" option some seem to think. Having alien bases from, say 700 tile radius send *all* their biters at you isn't re...
- Sat Nov 25, 2017 1:20 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 30177
Re: Friday Facts #217 - Just another Friday Facts
Predictable starting areas and resources does sound a bit boring actually! Would be fun to have a world setting for "anything goes". Second that. There should be either an option to turn off guaranteed starting resources or there should be a difficulty setting where this is turned off. No...
- Sat Nov 04, 2017 1:24 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 38223
Re: Friday Facts #215 - Multithreading issues
There are a lot of counterexamples in the software-as-tool domain. I don't know of any in the game domain. There may be one or two exceptions, but making a gamedev studio make enough money to survive with open-sourced games seems illusory. Different dynamics apply. Open-sourcing the game now might ...
- Mon Oct 16, 2017 11:02 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 28645
Re: Friday Facts #211 - The little things
Second that.Demongornot wrote: I would personally like the idea of meltdown to comeback if we don't handle properly our setup !
- Sun Oct 15, 2017 2:03 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 28645
Re: Friday Facts #211 - The little things
The best will be to have this feature, and a little latter but before the robots, having something else, like an experimental robot, ground only, slow, but can still do all the things construction bot can do for example ! Nice idea. It just doesn't matter how slow that bot will be, because of mass ...
- Sun Oct 15, 2017 2:27 am
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 28645
Re: Friday Facts #211 - The little things
The problem with nuclear power at the moment is just that the rules of its complex behaviour (the 200 seconds run, the 500 and 1000 degree limits...) is not described in game but has to be read from the wiki, but that will be surely corrected in time. Without wanting to sound patronizing...do you r...
- Fri Oct 13, 2017 11:32 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 28645
Re: Friday Facts #211 - The little things
If it would work similar to how Beacons boost nearby buildings then I guess it would be easier to understand. Is easy to understand really the goal for one of the advanced technologies in F? For me it is the best thing in Factorio that I have to learn something new and use different configurations ...