Search found 92 matches

by roothorick
Wed Sep 17, 2014 2:11 am
Forum: Pending
Topic: [0.10.9][kovarex] Placing ghosted signals at ghosted tracks
Replies: 8
Views: 6154

Re: [0.10.9][kovarex] Placing ghosted signals at ghosted tra

I think the problem is inconsistent behavior with manually-placed signals vs. blueprinted signals. When a signal is manually placed, its orientation is automatically adjusted to connect to an adjacent track. Signals in a blueprint will be whatever orientation the blueprint is saved in, even if they'...
by roothorick
Tue Sep 16, 2014 8:21 pm
Forum: 1 / 0 magic
Topic: [0.10.8] V-sync doesn't work / excessive framerate
Replies: 6
Views: 7628

Re: [0.10.8] V-sync doesn't work / excessive framerate

Already asked and aswered. Check the next thread: https://forums.factorio.com/forum/viewtopic.php?f=49&t=5145&p=39782&hilit=low+fps#p39782 Ok, but it limits the fps to 30, but what if he just wants to have 60? (I personally hate to play on 30). What graphics card you use? The vsync seem...
by roothorick
Tue Sep 16, 2014 8:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.x] [kovarex] Recipe tooltip counts
Replies: 19
Views: 9054

Re: Incorrect amunt of items

I know what it's doing. When crafting in-hand, the game satisfies component requirements top-down and depth-first. It noticed that you don't have any tier 3 productivity modules, so it earmarked the requisite items in your inventory for that recipe, on the assumption you'd be cratfing them in-hand t...
by roothorick
Tue Sep 16, 2014 7:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x] admin permission required during update
Replies: 4
Views: 1503

Re: [0.10.x] admin permission required during update

I would argue this is notabug. The Windows NT lineage (including XP, Vista, 7, 8, et al) is an inherently multi-user system, and part of its design philosophy is that something that affects other users should require elevated privileges. The current design assumption is that Factorio is installed so...
by roothorick
Tue Sep 16, 2014 7:23 pm
Forum: General discussion
Topic: How big is your save game folder?
Replies: 13
Views: 5648

Re: How big is your save game folder?

How do you guys have such huge saves? I have 13 saves and not one is over 16MB.
by roothorick
Tue Sep 16, 2014 4:23 am
Forum: General discussion
Topic: Mining bases
Replies: 3
Views: 2006

Re: Mining bases

I leave the rails and train stop there, so I can hop in a train and make it auto path to it, but I usually tear down everything else. I'm experimenting with preemptive defense, using radars to detect biter settlements on the edges of my pollution cloud as they're happening so I can intervene. So far...
by roothorick
Tue Sep 16, 2014 4:13 am
Forum: Show your Creations
Topic: My First Research Facility
Replies: 9
Views: 5148

Re: My First Research Facility

Second, your ratio between red an green doesnt fit :). Make equal assembly for both. Eh, close but not quite. The theoretical ratio, assuming you use tier 1 assemblers for red/green and tier 2 for blue, is 5:6:8 red-green-blue. One to one will work well enough, but there's always that plus one ;) I...
by roothorick
Mon Sep 15, 2014 4:56 pm
Forum: Resolved Problems and Bugs
Topic: Factorio crashes upon installing updates
Replies: 25
Views: 9072

Re: Factorio crashes upon installing updates

Confirmed still present in 0.10.11.

If I were to speculate it may have something to do with not closing the D3D context properly.
by roothorick
Mon Sep 15, 2014 8:16 am
Forum: Implemented mod requests
Topic: Units and UnitGroups
Replies: 3
Views: 3336

Re: Units and UnitGroups

You could always make your "unit" an EntityWithHealth and spam Entity.teleport() Unfortunately that's the current state of Factorio modding. To make things that differ even slightly in behavior from something in the vanilla game, you have to go all the way back to a basic class that does n...
by roothorick
Mon Sep 15, 2014 7:46 am
Forum: Gameplay Help
Topic: Self defending independent radar layout
Replies: 11
Views: 13317

Re: Self defending independent radar layout

Biters won't make special trips to attack radars; if your radar outposts are getting attacked, those outposts are simply unlucky enough to be on their path to something that's pissing them off, like a mining outpost or coal-fired power plant. So it could be as simple as careful placement based on kn...
by roothorick
Mon Sep 15, 2014 7:39 am
Forum: Gameplay Help
Topic: Biters Teleporting, Or Coming from the ground?
Replies: 4
Views: 2632

Re: Biters Teleporting, Or Coming from the ground?

We can take some educated guesses at how biter assault AI works based on hints in the changelog. First of all, there's a "circle of rage". I don't know how it's established or calculated, but it tends to be centered on high concentrations of active, polluting buildings. EVERYTHING in this ...
by roothorick
Wed Aug 27, 2014 7:46 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 259443

Re: Tips & Tricks

Something easily missed is that Radars give a line of sight around them, this is good for keeping tabs on your distant bases if they get attacked and to see how big the attack is. You can see the LOS given in the image below, taken from map view. Yes, but there's one gotcha here. The map is updated...
by roothorick
Fri Aug 22, 2014 5:39 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 131777

Re: Attacking biters with turrets makes all weapons pointles

IMO, the problem is balance. The only reason I use turrets to kill off a biter nest is big/medium worms. I believe they appear too early in the game, when the player can't handle them. Shit, even in the endgame I can't really handle them without turret creeping. I think that's the biggest problem; ...
by roothorick
Fri Aug 22, 2014 6:30 am
Forum: General discussion
Topic: Factorio Lore
Replies: 22
Views: 10197

Re: Factorio Lore

I think the campaign gives us most of our answers. Our hero never was supposed to be here -- his ship suffered some catastrophic failure, spilled its guts all over the hemisphere, and somehow left him alive, but with next to no supplies, on a tentatively colonized planet where the colonies are quick...
by roothorick
Thu Aug 21, 2014 9:08 pm
Forum: Gameplay Help
Topic: More trains vs. longer trains
Replies: 16
Views: 23418

Re: More trains vs. longer trains

I'm changing my train system to use big trains to bring ores from remote outposts to a central station near my base and then smaller trains to bring the stuff from there to processing in the base. This is the way I found to upgrade the capacity of my rail system, without changing the existing stati...
by roothorick
Thu Aug 21, 2014 9:25 am
Forum: Gameplay Help
Topic: More trains vs. longer trains
Replies: 16
Views: 23418

More trains vs. longer trains

There's a lot of angles on this that I don't have a good idea of how to test. I played around in sandbox a bit adding empty cars to a train, and found that the speed penalty is surprisingly small. Assuming how full a car is doesn't influence the speed of the train, longer trains is unquestionably th...
by roothorick
Thu Aug 21, 2014 6:37 am
Forum: Implemented Suggestions
Topic: The noise from logistics robots / Drone sounds
Replies: 20
Views: 17368

Re: The noise from logistics robots

IMO the sound should be changed entirely. None of this sci-fi bleeping. Go for something a bit more realistic -- a persistent buzzing or whirring noise, similar to a quadcopter or RC helicopter in flight, preferably with doppler pitch-shifting applied. A base dominated by logistics bots should liter...
by roothorick
Wed Aug 20, 2014 11:36 pm
Forum: General discussion
Topic: Dumbest way to take out a spawner
Replies: 11
Views: 5454

Re: Dumbest way to take out a spawner

Spawner has about 300HP, car 500? Ramming a single spawner with a car is a valid tactic. No joke, this is how I get most of my artifacts early game, if the evolution factor drifts too high and I get a significant amount of big biters before I'm geared for turret creep.If I'm really desperate I'll h...
by roothorick
Sun Aug 17, 2014 10:57 pm
Forum: Not a bug
Topic: [0.10.8] Trains cannot path to a station "behind" them
Replies: 3
Views: 1764

Re: [0.10.8] Trains cannot path to a station "behind" them

jeroon wrote:The station is on the wrong side of the track for the locomotive in the back, it always has to be on the right-hand side of the track.
So the "drive" locomotive MUST be the locomotive to park at the station? I can't imagine that's desired.

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