Search found 40 matches

by SteelGiant
Fri Mar 27, 2015 3:41 pm
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 15913

Re: Player position affects biter attacks

Just thought I should point out a potential "reason" or answer to this from the game's programming point of view. (In general game programming, not this one specifically.) But, it is likely that the farther an entity is from the player, this slower it "ticks" or "thinks&quo...
by SteelGiant
Wed Mar 25, 2015 7:42 pm
Forum: General discussion
Topic: How bright is this planet anyway?
Replies: 37
Views: 21927

Re: How bright is this planet anyway?

Sorry, but a world that bright would just cook. Even two times brighter will kill all life. Indeed the amount of solar power is limited to a relative small zone around a sun (relative in astronomical measures): http://en.wikipedia.org/wiki/Circumstellar_habitable_zone So the logical conclusion is: ...
by SteelGiant
Wed Mar 25, 2015 7:34 pm
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 15913

Re: Player position affects biter attacks

Nice post! Thanks very much! Factorio is a great game, and I'm really looking forward to all the things you guys are working on. I searched through like 700 posts from kovarex (and my god I now appreciate even more the number of bugfixes you guys have to go through!) looking for what I recalled he ...
by SteelGiant
Wed Mar 25, 2015 9:52 am
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 15913

Re: Player position affects biter attacks

The map is not actually perfectly symmetric, as I didn't check chunk boundaries when making it. The miners in the right base are half a chunk closer to the biter bases, which would explain why that base suffers stronger attacks. I think you should correct this error and rerun all of the tests to co...
by SteelGiant
Wed Mar 25, 2015 9:23 am
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 15913

Re: Player position affects biter attacks

Overkill much? haha. Ok, I'll admit this is interesting and no, I didn't know about this bias. I can't say knowing this will impact my play style either way. Having said that, yes, I read your post :) and only a couple of questions jump out at me: In the Full Results graph, why are the L results cl...
by SteelGiant
Wed Mar 25, 2015 1:12 am
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 15913

Player position affects biter attacks

Now, I have seen the fact that biters seem to attack more around where the player is mentioned on the forums, and I had felt it was the case myself, but I also seem to recall seeing the devs say that this was not the case. I don't just mean biters chasing the player, but being well outside aggro ran...
by SteelGiant
Fri Oct 03, 2014 6:44 pm
Forum: Ideas and Suggestions
Topic: Fine steering control for cars using the mouse
Replies: 19
Views: 7134

Re: Fine steering control for cars using the mouse

Hm. I can think of it like so: Per default (but see down!) the car behaves like explaned here, but in the moment, when the player - uses the A or D key or - uses a weapon - presses a mode-change key (V for example, seems to be logical key) it changes to the current behavior, until the player reente...
by SteelGiant
Thu Oct 02, 2014 4:21 pm
Forum: Ideas and Suggestions
Topic: Fine steering control for cars using the mouse
Replies: 19
Views: 7134

Re: Fine steering control for cars using the mouse

I'm aware that this is a change from how it currently works, but I believe this is a necessary one for making cars more usable. I believe that the "drive into thing you wanted to shoot" issue can be solved by disabling steering when using weapons. You're using your hands to fire the gun/th...
by SteelGiant
Thu Oct 02, 2014 1:49 pm
Forum: Ideas and Suggestions
Topic: Fine steering control for cars using the mouse
Replies: 19
Views: 7134

Fine steering control for cars using the mouse

As a solution to the problem of fine control and going in a straight line using the car, I propose that an option to steer with the mouse be introduced. In the mouse steering mode the car would turn to face the position of the mouse cursor, with the arrow keys controlling speed. This would allow for...
by SteelGiant
Sun Sep 28, 2014 6:16 pm
Forum: General discussion
Topic: single or double belt lines between furnaces?
Replies: 26
Views: 20964

Re: single or double belt lines between furnaces?

You don't need fast inserters, just use regular inserters for this. It uses less energy Actually, surprisingly, fast inserters use less energy than regular. Fast inserters have a higher power usage while moving , but they're so much faster that they move for much less time and overall use less ener...
by SteelGiant
Tue Sep 23, 2014 3:21 pm
Forum: News
Topic: Friday Facts #52 - Ups and Downs
Replies: 32
Views: 26568

Re: Friday Facts #52 - Ups and Downs

Friday 51: 20sec Multiplayer Friday 52: 2h Multiplayer 20sec = 0.33h in case of linear: F 51 0.33h F 52 2h F 53 3.67h F 54 5.34h F 65 24h in 10 weeks (2.5 months) we have an multiplayer :DD The critical problem is that then there will never be a FF 66, because with the developers spending over 24 h...
by SteelGiant
Tue Sep 23, 2014 3:18 pm
Forum: Balancing
Topic: Gun turrets have higher power requirements than laser turret
Replies: 13
Views: 17901

Re: Gun turrets have higher power requirements than laser tu

Unless I've made a mistake here, your calculations are off. Despite it's real life function, a laser is a projectile weapon that fires in discrete bursts requiring approximately 200 kJ per shot. A laser a maximum upgrade will deal 11 damage per shot. (I have no idea if firing speed upgrades affect ...
by SteelGiant
Mon Sep 22, 2014 1:46 pm
Forum: Balancing
Topic: Gun turrets have higher power requirements than laser turret
Replies: 13
Views: 17901

Re: Gun turrets have higher power requirements than laser tu

o mention that to power the laser turrets, you need a large power plant with huge energy reserves in accumulators, otherwise you kill your power supply when they start firing, gun turrets on the other hand, the energy is fed into them slowly and constantly as you build your ammo, so can get by on a...
by SteelGiant
Sat Sep 20, 2014 4:04 pm
Forum: Balancing
Topic: Gun turrets have higher power requirements than laser turret
Replies: 13
Views: 17901

Re: Gun turrets have higher power requirements than laser tu

To be fair to them, gun turrets are very powerful individually when fully upgraded. They will individually kill things roughly three times as fast as a laser turret. The problem, however, is that you can simply fit 3-6 laser turrets in the same space as a gun and its attendant logistic support (belt...
by SteelGiant
Sat Sep 20, 2014 2:01 pm
Forum: Balancing
Topic: Gun turrets have higher power requirements than laser turret
Replies: 13
Views: 17901

Gun turrets have higher power requirements than laser turret

This may sound insane, but I have just worked out that the power requirements for the production of gun turret ammunition amount to a higher energy usage than firing an equivalent amount of laser fire. This calculation is made for fully upgraded guns using piercing rounds and laser turrets (it would...
by SteelGiant
Thu Sep 18, 2014 7:27 pm
Forum: Ideas and Suggestions
Topic: UI: Player Placed Items (ammo, coal) x5 Modifier
Replies: 2
Views: 1263

Re: UI: Player Placed Items (ammo, coal) x5 Modifier

I support a x5 placement shortcut.
by SteelGiant
Fri Sep 12, 2014 10:43 am
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 39782

Re: lay repeating underground pipes like power lines

*bump* - this is a nice comfort for little expense. Well, it's a bit more complicated than with the poles since devs have to rotate the endpieces and this could be way harder than it sounds^^ The end pieces already rotate when you're placing underground pipes, which does make placing them easier mo...
by SteelGiant
Fri Sep 12, 2014 10:40 am
Forum: Ideas and Suggestions
Topic: Reinventing Worms
Replies: 2
Views: 1664

Re: Reinventing Worms

I tried this with the MoCombat mod, changing the projectiles to dumb fire like the shotgun breaks everything. As you cant set them to no collide with biters only. (Not enough fine control over collisions.) Isn't the effect you want for the worm projectiles not the shotgun pellet effect, but more li...
by SteelGiant
Thu Sep 11, 2014 1:53 pm
Forum: Ideas and Suggestions
Topic: Logistic bot network usage statistics
Replies: 2
Views: 1861

Re: Logistic bot network usage statistics

Thanks, I thought it might be interesting to see these kinds of data, glad someone else is interested. I believe that it should be feasible to track these stats, given how well the game already provides detailed information on item production and energy usage; a similarly demanding task. I'm actuall...
by SteelGiant
Thu Sep 11, 2014 12:33 pm
Forum: Ideas and Suggestions
Topic: Logistic bot network usage statistics
Replies: 2
Views: 1861

Logistic bot network usage statistics

I suggest that the logistic bots report their time spent broken down by charging, idle, moving, and ferrying items by type. This would be accessible from a roboport, similar to an electrical network usage statistics. This would allow you to see if a certain type of resource was taking a disproportio...

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