Search found 239 matches
- Sat Nov 25, 2017 1:20 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 35088
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: 44403
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: 32952
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: 32952
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: 32952
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: 32952
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 ...
- Fri Sep 08, 2017 9:36 pm
- Forum: News
- Topic: Friday Facts #207 - Lua noise specification
- Replies: 45
- Views: 24568
Re: Friday Facts #207 - Lua noise specification
I would like terrain generation to sometimes generate impossible or nearly impossible maps. By default this should be impossible, sure. But if someone needs a new challenge for early game, the option (or a mod) to turn off the safety net would be really nice. An experienced player would start a game...
- Sat Jul 29, 2017 2:22 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 52302
Re: Friday Facts #201 - 0.15 Stable, but not really
How does 0.16 visualize bidirectional lines? I.e. if there are signals on both sides?
The easy to do but somewhat misleading solution would be to cut up the segments at any signal independent of direction. The not so easy but correct solution would paint two parallel lines, one for each direction.
The easy to do but somewhat misleading solution would be to cut up the segments at any signal independent of direction. The not so easy but correct solution would paint two parallel lines, one for each direction.
- Sat Jul 29, 2017 1:50 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 52302
Re: Friday Facts #201 - 0.15 Stable, but not really
I think your explanation above covered the issues anyways but what I meant was that it would load the game and just wouldn't display graphics that haven't yet loaded/not play sounds that haven't been loaded until those resources have been loaded in. To get the basic idea if that's not clear: It'd b...
- Sat Jul 15, 2017 11:35 am
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 456
- Views: 266908
Re: Just bought the game; What were Your first impressions?
First Thought: "Factorio"? Sounds Italian Second: Not my type of game, I like turn-based Third: Oh come on, with these ratings, drm-free and on linux, I should give it a chance This was when I bought it. The first minutes playing it I was underwhelmed hacking at trees. Then slowly, with th...
- Fri Jul 14, 2017 8:21 pm
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 27596
Re: Friday Facts #199 - The story of tile transitions
Thanks for the subtitles to the second interview part. Very interesting.
- Sun Jul 09, 2017 1:51 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 68258
Re: Friday Facts #198 - Rail segment visualisation
A lot of people are ragging on CRC checks but they do provide quick and reasonably reliable way to compare two larger objects. Sure other crypto hashes have better collision rates but I'd say a 9% chance out of 20 million blueprints is doing pretty well. It depends, if malicious crafting of two dif...
- Sat Jul 08, 2017 2:53 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 68258
Re: Friday Facts #198 - Rail segment visualisation
We are talking about user inputs where the user has almost complete control over what string gets hashed. Using something like CRC makes it almost trivial to find collisions and as soon as someone writes up a script to find collisions with a specific string you will have a problem with denial of se...
- Sat Jun 17, 2017 2:37 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 53190
Re: Friday Facts #195 - Poles re-design
Another vote to mostly keep medium pole with the old slanted design (even though medium pole v2.b isn't bad). I also like the coppery color of the old top. What should be improved is the size of the old top which always seemed too massive, top-heavy. What I also would question is the need for a 45 d...
- Wed Sep 28, 2016 6:48 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 39412
Re: Suggestion about a water pump.
I had the misconception that cold water in a steam engine would still produce a minimum of power. In that case even without any coal or wood you could restart a steam engine setup if that was powering its own coal mining. But I tried it yesterday, and without any boiler no energy is produced at all....
- Tue Sep 27, 2016 4:13 pm
- Forum: Ideas and Suggestions
- Topic: A Blueprint Printer - creating multi-purpose factories in a different way
- Replies: 10
- Views: 4276
Re: A Blueprint Printer - creating multi-purpose factories in a different way
That brings me to the problem of things being buildable. You can't build a miner unless there are things to mine there. Would the blueprint printer fail there? Just skip the miner but build the rest? Give off some signal that the blueprint is unbuildable? In 0.14 at least you can place blueprints w...
- Tue Sep 27, 2016 3:42 pm
- Forum: Ideas and Suggestions
- Topic: nuclear power startup with trains ;-)
- Replies: 1
- Views: 1010
nuclear power startup with trains ;-)
One half-serious idea for nuclear power: To start a nuclear reaktor, you have to fill two train wagons with whatever operating material the reactor uses, outift two trains with exoskeletons, then let those two trains drive those two wagons backwards on a collision course ending at the reactor core. ...
- Sun Sep 25, 2016 6:36 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Power and the bad things that can happen. A list
- Replies: 5
- Views: 2960
Nuclear Power and the bad things that can happen. A list
I'm of the opinion that as a late game power source nuclear power should be rewarding but difficult to handle. One solution to this problem is that building and starting the reactor is difficult or just needs a lot of resources (the later being the most boring alternative available, I wouldn't even ...
- Thu Sep 15, 2016 9:48 pm
- Forum: Ideas and Suggestions
- Topic: Reword energy consumption info to explain drain/consumption
- Replies: 5
- Views: 1700
Re: Reword energy consumption info to explain drain/consumption
My experience as a non-beginner (>100 hours play) and non-native speaker: Today I did some tests to find out whether what was listed as "energy consumption" on Exoskeleton and Shield was constant drain or only when active. I also had the false impression that the 180kW of an electric furna...