Search found 92 matches

by roothorick
Fri Mar 04, 2016 10:27 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204599

Re: Friday Facts #128 - Back down to earth

I just thought of another way to potentially balance it: It outputs items at a constant rate. They will happily flood any production building with items. If it is blocked from outputting an item (either due to there being no space or because the output doesn't accept that kind of item), it jams, and...
by roothorick
Fri Mar 04, 2016 9:56 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204599

Re: Friday Facts #128 - Back down to earth

-1 on the loader. I think a better way to push lategame away from robots is to make the stack size bonus apply to belts too. When an inserter gets one item it wants from a belt, it'll wait to collect more items, until either it has collected its maximum stack size, or after some timeout, say, one se...
by roothorick
Thu Oct 29, 2015 11:14 pm
Forum: General discussion
Topic: Steam Controller
Replies: 1
Views: 5306

Steam Controller

So I played around with it a bit. It works out pretty well; the issue I keep running into with the controller in general is that games designed specifically around having a large number of binary inputs (like Factorio and most MMOs) tend to overwhelm the controller's limited options, even with mode ...
by roothorick
Mon Oct 12, 2015 6:32 am
Forum: Gameplay Help
Topic: Solid Fuel v. Coal
Replies: 8
Views: 34642

Re: Solid Fuel v. Coal

For a different perspective: I never use solid fuel at all (other than for rocket fuel) -- coal is very common and has little else use of volume, so it goes into my boilers and vehicles indefinitely. Then again, I tend to go solar early and hard (buying precious minutes on that evolution factor cloc...
by roothorick
Thu Aug 20, 2015 11:38 pm
Forum: News
Topic: Friday Facts #99 - MP forwarding
Replies: 43
Views: 37252

Re: Friday Facts #99 - MP forwarding

I feel like you're throwing in the towel too soon on the NAT-not-NAT scenario. It's pretty easy to detect. Assuming A and S are already connected. 1. B tries to connect to S. S handshakes with B and tells B about A and A about B. 2. A sends the handshake to B; at the same time, B sends the handshake...
by roothorick
Tue Jul 21, 2015 5:36 am
Forum: Gameplay Help
Topic: Trying to make a train stop/bypass. confused about signals
Replies: 15
Views: 13355

Re: Trying to make a train stop/bypass. confused about signals

1. Your original bypass has me all kinds of confused. Did you intend that the train could stop there coming from either direction? Then why isn't there a second train stop? If it's supposed to be one way, why is there a leg going back north? And why isn't the merge on the south end signaled correctl...
by roothorick
Wed Jun 24, 2015 10:55 pm
Forum: Gameplay Help
Topic: [HELP] Modular vs Expandable.
Replies: 7
Views: 7955

Re: [HELP] Modular vs Expandable.

I think the best design is a combination of the two. Have a bus with iron, copper, steel... then use modules that are designed around getting the right ratios to run all the assembly machines at 100% duty cycle. Some items don't have close enough ratios to make this work well; you could sub in "...
by roothorick
Wed Jun 24, 2015 10:44 pm
Forum: Gameplay Help
Topic: I Ran Out Of Oil. What do I do?
Replies: 7
Views: 20198

Re: I Ran Out Of Oil. What do I do?

Distant oilfields aren't as bad as you'd think. You can fill barrels with crude using an assembly machine, at a pretty ridiculous speed, then load those barrels onto trains to bring them back to your base, and empty them with another assembly machine. Similar to mining outposts, but with two extra s...
by roothorick
Fri Jun 12, 2015 6:51 am
Forum: Gameplay Help
Topic: Science Packs
Replies: 4
Views: 4556

Re: Science Packs

To clarify exactly what's going on: There are limits to the number of items that an inserter will put into a building that is not a simple container; these limits are much lower (almost always single digits) than the amount the particular input slot can contain, and usually relative to what that bui...
by roothorick
Tue Jun 09, 2015 7:23 pm
Forum: Ideas and Requests For Mods
Topic: Invasive Species: a new beast to feed.
Replies: 0
Views: 2192

Invasive Species: a new beast to feed.

You've built the defenses. Sent the spaceship back to the waiting humans deep in space. Your craft has returned. A small population of colonists have landed. You've brought an invasive species to the ecosystem: your own kind. They're building homes, and will soon be reproducing. Your new task is to ...
by roothorick
Tue Jun 09, 2015 1:14 am
Forum: General discussion
Topic: Planning: Long Term vs. Short Term?
Replies: 8
Views: 9496

Re: Planning: Long Term vs. Short Term?

For each game I have a particular factory topology in mind before even generating the map, and then I play to the part. I'll make three burners and manually feed them, then get a basic drilling setup going for the two ores plus coal and stone. From there I'll hook up the power plant to the coal mine...
by roothorick
Mon Jun 08, 2015 11:58 pm
Forum: Gameplay Help
Topic: Is there a train in the station? (and other train help)
Replies: 7
Views: 13112

Re: Is there a train in the station? (and other train help)

1. anyone have a way of knowing (for the circuit network) that a train is in the station? need this to limit the smart inserters from taking stuff out/putting stuff in at the very last moment the train is in the station (this seems to be a problem in a bunch of the methods i'd like to use). One tri...
by roothorick
Mon Jun 08, 2015 7:53 pm
Forum: Gameplay Help
Topic: Optimal Train Load/Unload design?
Replies: 4
Views: 14285

Re: Optimal Train Load/Unload design?

The perfect balance between speed and practicality is to make the train track in the station horizontal (so you can fit more inserters), and have 14 inserters to a car, 7 on each side. Then invest in inserter stack upgrades. This setup with all stack upgrades fully loads a car in ~10 seconds and unl...
by roothorick
Mon Jun 08, 2015 7:17 pm
Forum: Gameplay Help
Topic: Stone Furnace to Electric Drill Ratio
Replies: 7
Views: 35648

Re: Stone Furnace to Electric Drill Ratio

The rule of thumb is 2:1 (likewise, 1:1 for steel and electric furnaces). As it turns out, it's extremely close to the perfect ratio until you do mining ops of the size that completely swallow ore deposits, at which point you've reached such a scale that you're probably feeding the furnaces by train...
by roothorick
Mon Jun 08, 2015 6:36 pm
Forum: Gameplay Help
Topic: Boiler fueling from 'dead' oil rigs?
Replies: 6
Views: 4222

Re: Boiler fueling from 'dead' oil rigs?

20 fully depleted pumpjacks will still fully load a single refinery. So, your idea is viable, and there's a good upper bound. Keep in mind, however, that the pumpjacks themselves produce pollution on a per-tick basis regardless of how much they produce, which means that as their yield goes down, you...
by roothorick
Mon Jun 08, 2015 6:16 pm
Forum: Gameplay Help
Topic: Will Aliens attack Clean Power?
Replies: 5
Views: 5238

Re: Will Aliens attack Clean Power?

Enemies will only attack non-military buildings that don't generate pollution if a) their AI perceives the building to be an unavoidable obstacle in reaching their target or b) it's within a certain (variable) proximity to a pollution-generating building. (Fun fact: trees and rocks aren't exempt. In...
by roothorick
Mon Jun 08, 2015 6:09 pm
Forum: Gameplay Help
Topic: Poor Planning...
Replies: 6
Views: 4723

Re: Poor Planning...

When I run into an issue like this, I rebuild the factory in small pieces. If there isn't enough space to build a more appropriate design to what I need now, I'll pick up the whole assembler block and move it somewhere else, the idea being that the things that crowded it out now themselves have room...
by roothorick
Wed Jun 03, 2015 1:45 pm
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 15896

Re: Player position affects biter attacks

Here's a theory: chunk update order. Perhaps the player's position determines in what order the chunks "tick". This would influence the source of the pollution "sensed" by the hives, and therefore the pollution source the attack is most likely to target. To that end, testing in m...
by roothorick
Tue Nov 04, 2014 10:38 pm
Forum: Ideas and Suggestions
Topic: Path signals for railroads / railway / train
Replies: 5
Views: 3080

Path Signals for trains

joined -- ssilk OpenTTD has a pretty clever signal system in the form of "path signals", which exploit the trains' own pathfinding algorithm to allow intersections that wouldn't normally be possible, including the dreaded "train circle". A pretty good explanation of how it works...
by roothorick
Wed Sep 17, 2014 2:27 am
Forum: Pending
Topic: [Linux x64] Segmentation fault when resizing game window
Replies: 4
Views: 4373

Re: [Linux x64] Segmentation fault when resizing game window

This is almost certainly a driver bug. Check your Xorg.0.log for WW or EE messages prefixed "NVIDIA"; it's likely some driver internal state corruption that gets progressively worse with each resize. Does this still happen with a 337.xx driver version? How about nouveau? Are you using a co...

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