Search found 92 matches
- Sun Aug 17, 2014 5:35 pm
- Forum: General discussion
- Topic: Heresy!
- Replies: 9
- Views: 5333
Re: Heresy!
Now that I've discovered construction robots, I've committed to the idea of waiting to start solar until much later in the game -- when I get construction robots, actually. Automated production of solar panels/accumulators and a blueprint of ratioed out panels and accumulators positioned around a su...
- Sun Aug 17, 2014 5:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Linux w Intel GPU][cube] Most of the graphics missing
- Replies: 73
- Views: 48897
Re: [Linux w Intel GPU][cube] Most of the graphics missing
Booted up the game on my ThinkPad (i5-3230M on-die, Ubuntu-Gnome 14.04), and there's some graphics issues, but nowhere near as bad as the screenshots in this thread... There's a flickering checkerboard pattern in some terrain tiles, distracting, but perfectly playable. Let me know if you think this ...
- Sun Aug 17, 2014 4:42 pm
- Forum: Not a bug
- Topic: [0.10.8] Trains cannot path to a station "behind" them
- Replies: 3
- Views: 1764
[0.10.8] Trains cannot path to a station "behind" them
In order to stop at this station, the entire train must pass by the station tower, so that the head of the leftmost engine parks directly south of it. This can trivially be done under manual control, but the automated train pathfinding is completely incapable of this.
- Sat Aug 16, 2014 6:12 pm
- Forum: Gameplay Help
- Topic: Solar ratios
- Replies: 4
- Views: 23239
Re: Solar ratios
= 125 "seconds", or 125 / 416.66... = 30% of a cycle, of night. This should be 100 seconds, re-read the other thread to see why. I don't see that anywhere in the thread. Also, that would be 24%, which doesn't agree with the very first post of that thread. Thirdly, these numbers appear to ...
- Sat Aug 16, 2014 2:57 am
- Forum: Gameplay Help
- Topic: Solar ratios
- Replies: 4
- Views: 23239
Re: Solar ratios
I don't like his math (what is his P unit? It's not kilojoules) but looking at it made me notice I made several mistakes; let me fix the whole thing.DaveMcW wrote:https://forums.factorio.com/forum/vie ... f=5&t=5168
- Sat Aug 16, 2014 12:26 am
- Forum: Gameplay Help
- Topic: Solar ratios
- Replies: 4
- Views: 23239
Solar ratios
Based purely on numbers on the wiki, I mathed out some ratios: First of all, the morning ramp-up and evening ramp-down is linear, so they can be safely approximated as half all-on and half all-off (83.33... / 2 = 41.66...). Therefore you have 208.33... + 41.66... * 2 = 250 "seconds", or 29...
- Fri Aug 15, 2014 10:22 pm
- Forum: 1 / 0 magic
- Topic: [0.10.8] V-sync doesn't work / excessive framerate
- Replies: 6
- Views: 7629
[0.10.8] V-sync doesn't work / excessive framerate
My hardware monitor says that Factorio is running very very high framerates -- 300+ in-game. This is no big deal for my high-end gaming desktop, but will cause battery and heat issues on laptops. And forcing V-sync via the nV driver panel doesn't seem to do anything. I think a video framerate cap is...
- Tue Aug 12, 2014 2:29 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 210929
Re: Electric energy
however they can be quite dangerous: by exploding I just wanted to say that a real-life nuclear power reactor melting down does not involve explosions large enough to be noticeable, leave alone physically damage anything, outside the plant grounds. The absolute worst case scenario for a nuclear rea...
- Mon Aug 11, 2014 11:42 pm
- Forum: Minor issues
- Topic: Starting on a small isle?? Read this before you post!
- Replies: 33
- Views: 37742
Re: Starting on a small isle?? Read this before you post!
I understand that the engine can't just check 10 tiles away, but is it possible to use the bugs pathfinding AI to fix this problem? Run a sort of "ghost bug" check upon map generation to see if the nearest bug nest can reach the player and maybe the second and third nearest nests as well?...
- Mon Aug 11, 2014 10:58 pm
- Forum: Won't implement
- Topic: Events events events! More events! More events!
- Replies: 1
- Views: 2275
Events events events! More events! More events!
To make the modding API into something that's actually useful, there needs to be a way to stop the vanilla game from doing what it wants to do. The current state of things makes it look like the easiest way to accomplish this is to: 1. Make it possible to "consume" an event, so that the va...
- Mon Aug 11, 2014 10:48 pm
- Forum: Won't implement
- Topic: Loaders
- Replies: 1
- Views: 2428
Re: Loaders
The modding API as a whole right now is pretty piss poor because in the vast majority of cases, the vanilla game logic is untouchable. You can change various variables, but you can't change or override the code that acts on those variables. If you're lucky, you can trick the vanilla logic into disab...
- Mon Aug 11, 2014 5:59 am
- Forum: Implemented mod requests
- Topic: Train control / rail signals
- Replies: 10
- Views: 19353
Train control / rail signals
Rail signals do... something... to trains, but I can't find any Lua-visible state change whatsoever between a train that's en route or waiting at a station, and a train that's waiting at a signal. Is this undocumented, or simply not exposed yet? I was hoping to do a simple little tweak, perhaps a ci...