Search found 97 matches

by ledow
Mon Jul 10, 2017 12:30 pm
Forum: General discussion
Topic: The fastest way for closing lake ?
Replies: 17
Views: 7967

Re: The fastest way for closing lake ?

I would have thought it would just have been better to make some aliens that can traverse water, to be honest.

Imagine them suddenly popping up behind your moat...
by ledow
Fri Jul 07, 2017 7:04 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 68316

Re: Friday Facts #198 - Rail segment visualisation

I also propose CRC -> SHA-* as you don't use it permanently (only when loading/saving) so performance hit is a non-issue and it's more future-proof. Actually, I was astounded to get to know you use a meager CRC for creating object-hashes... You can throw as many bits onto the checksum as you like, ...
by ledow
Fri Jul 07, 2017 5:21 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 68316

Re: Friday Facts #198 - Rail segment visualisation

4-colour theorem says that you should only need four different (hopefully harmonising) colours to display any such rail-markers. If you can find four nice colours, that go well together without circus effects (e.g. pastelly or something), it should be easily do-able and you only have to worry about ...
by ledow
Fri Jul 07, 2017 4:50 pm
Forum: General discussion
Topic: The fastest way for closing lake ?
Replies: 17
Views: 7967

Re: The fastest way for closing lake ?

Only with a mod, I think.
by ledow
Tue Jul 04, 2017 5:04 pm
Forum: General discussion
Topic: I think I've built myself into a corner.... well 4.
Replies: 9
Views: 4040

Re: I think I've built myself into a corner.... well 4.

A* pathfinding is expensive. And every track section is another node to check. That sounds about right, because even a moderate amount of nodes can bring a top end computer to its knees.

Even bots just aim for their destination without obstacles, but trains have to do all sorts of pathing.
by ledow
Sat Jul 01, 2017 8:02 pm
Forum: General discussion
Topic: Five Ultimate Challenges, Kids
Replies: 9
Views: 10026

Re: Five Ultimate Challenges, Kids

So you have never misplaced an inserter or a belt then? Because this challenge prohibits any kind of deconstruction. There is a reason why it is an "exercise in frustration". This also makes walling off the base a risky endeavour since you cannot remove your wall. It doesn't say that I ca...
by ledow
Sat Jul 01, 2017 5:16 pm
Forum: General discussion
Topic: Five Ultimate Challenges, Kids
Replies: 9
Views: 10026

Re: Five Ultimate Challenges, Kids

Well, Just about every game I've ever played has been compliant with Adecostructiae - once something is in, I rarely move it except to upgrade (that's half the fun of a constricted base, to work out how to place things and work around obstacles), I do Economy savant by walling off a small area at th...
by ledow
Sun Jun 04, 2017 12:55 pm
Forum: General discussion
Topic: Infinity water
Replies: 26
Views: 12820

Re: Infinity water

The main character can walk around with a bunch of trains and tanks in his pocket. Realism in any game like this is selective and subjective. That said, water could be a resource that gets used up. It's not even hard to integrate if you're already "mining" fluid. Just make the pump work li...
by ledow
Mon May 29, 2017 12:09 pm
Forum: General discussion
Topic: Chest provision
Replies: 7
Views: 3450

Chest provision

How do people provide items from chests? Consider the following: I make yellow, then red, then blue belts, automatically and add on over time. My factory is therefore using a mix of all three and I have factories providing all three into chests. I also want to hold a stock in hand of the latest belt...
by ledow
Thu May 25, 2017 9:08 pm
Forum: General discussion
Topic: How accurate is the energy info?
Replies: 6
Views: 2843

Re: How accurate is the energy info?

It reminds me a little of Global Effect, an old DOS game.

Nobody has ever played that though. It was Sim City, basically, but where you had to be eco-friendly.
by ledow
Sat May 20, 2017 11:00 pm
Forum: General discussion
Topic: Does anyone even use rocket launcher or landmines?
Replies: 19
Views: 8132

Re: Does anyone even use rocket launcher or landmines?

I played one of my mini-base games (wall off in early stages, then you can use nothing outside the wall to get to launching the rocket) and I like to vary the defence. I've played it with entirely yellow-ammo guns (launched rocket). I've played it with uranium ammo now (launched rocket). I've played...
by ledow
Sat May 20, 2017 10:51 pm
Forum: General discussion
Topic: Run Factorio on Pi 3B?
Replies: 6
Views: 8676

Re: Run Factorio on Pi 3B?

Recompiling anything that compiles under a major compiler to run on ARM is generally trivial in the modern age, so long as it is generally portable. The fact that Factorio is on Mac, Linux and Windows suggests that most of the obvious stuff is taken care of. The next problem that hits is having the ...
by ledow
Fri May 19, 2017 6:56 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 150330

Re: Friday Facts #191 - Gui improvements

To be honest, most of what annoys me about the way the inventory UI works was quite obvious. The filter vs. actual item thing was always frustrating. The other "human interface" bits that remain annoying for me are: - Building circuit networks. It's never easy to see what's going to tie in...
by ledow
Thu May 18, 2017 9:50 pm
Forum: General discussion
Topic: What programming language Factorio is written in?
Replies: 38
Views: 40336

Re: What programming language Factorio is written in?

Program in a language. Any language. If you get to the point that you actually start coding anything independently, you can pick up any language you like. Most people who I teach a language never get to writing their own programs (outside of tweaking examples, doing their coursework, etc.). If you'r...
by ledow
Sat May 06, 2017 3:59 pm
Forum: General discussion
Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
Replies: 42
Views: 14832

Re: If you could walk on pipes in Factorio, would you build less underground pipes?

I use underground pipes all the time, except for corners. It keeps them out of my way, stops them mixing and allows me to run pipelines in parallel. To be honest, I don't see the pipes as much of a hindrance but sometimes I literally just do underground pipes for two or three grid squares so I can w...
by ledow
Fri May 05, 2017 6:02 pm
Forum: General discussion
Topic: Packet fragmentation (Factorio)
Replies: 7
Views: 3021

Re: Packet fragmentation (Factorio)

Nice homework question.
by ledow
Mon May 01, 2017 3:23 pm
Forum: General discussion
Topic: 0.15 comments:
Replies: 4
Views: 2414

Re: 0.15 comments:

I agree, it's a good update. But that doesn't mean it's perfect... :-) The nuke is underwhelming and the amount of research and uranium refining to get to a point where you can just wander back to base and pick up 10 nukes is HUGE. Then you walk out, take out a couple of bases, and they're gone. To ...
by ledow
Sun Apr 30, 2017 6:37 pm
Forum: General discussion
Topic: 0.15 comments:
Replies: 4
Views: 2414

0.15 comments:

Okay, so I do mini-bases, not mega-bases, so I wall myself in and get to the rocket without much else from outside. But here's my takeaway of 0.15: - Steam boilers are very short-lived now. Can't see the use of them once you get a single nuclear station up with even just three turbines on one heat e...
by ledow
Sun Apr 30, 2017 6:18 pm
Forum: General discussion
Topic: Nuclear and steam power priority
Replies: 1
Views: 1228

Re: Nuclear and steam power priority

I just had one accumulator, which was circuit-networked to the coal intake on the individual steam boilers. I also put a loudspeaker on it so I got global low-power alerts the second its charge dipped below 100. If you control the individual boiler's coal, you can fire them up before the accumulator...
by ledow
Wed Apr 26, 2017 1:03 pm
Forum: General discussion
Topic: Does Math Ruin this Game?
Replies: 58
Views: 25260

Re: Does Math Ruin this Game?

I'm a mathematician. I can't think of anything more dull than just plugging in the numbers and building an "ideal" ratio for absolute perfection. Especially with online games with strangers, it bores me to tears when people say "Oh, but X is 0.01% more efficient", I couldn't care...

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