Search found 289 matches

by Lubricus
Thu Sep 13, 2018 2:50 pm
Forum: Show your Creations
Topic: Inserter production
Replies: 6
Views: 3969

Re: Inserter production

Nexarius wrote:
Thu Sep 13, 2018 11:30 am
Looks cool but
Yea.... It's because if i build a real megabase with this design i will have more wagons on the trains. So tilability
by Lubricus
Thu Sep 13, 2018 2:48 pm
Forum: Show your Creations
Topic: Inserter production
Replies: 6
Views: 3969

Re: Inserter production

Aeternus wrote:
Thu Sep 13, 2018 1:43 pm
Stuff on the ground is bad since those inserters will never reach a resting/idle state.
I don't have any items on the ground and the inserters from the trains deactivate properly when there is no train (have checked with F4 show-active-state).
by Lubricus
Thu Sep 13, 2018 2:46 pm
Forum: Show your Creations
Topic: Inserter production
Replies: 6
Views: 3969

Re: Inserter production

Fair design. It could use a (limited) buffer for copper to deal with those trains not being there, and for optimization also a buffer between the 2 green inserters feeding iron to the ElCirc factories. Stuff on the ground is bad since those inserters will never reach a resting/idle state. Also add ...
by Lubricus
Thu Sep 13, 2018 10:53 am
Forum: Show your Creations
Topic: Inserter production
Replies: 6
Views: 3969

Re: Inserter production

It's not to hard to knit together the green science in a CPU friendly way with the railway and trains. https://i.imgur.com/lp6stH9.png 0eNq1nctuHEmSRX+lwLXYCH+713J6MWhgdr1sFBoUlVUihiI1JFXdjUL9+yQlZmYo5Z5xj0XmSk8ef4W/zK+Z/XH1/v7L5vPT3cPL1c9/XN3dPj48X/38jz+unu9+e7i5f/27l/983lz9fHX3svl09e7q4ebT65+ebu7u...
by Lubricus
Sun Sep 02, 2018 10:25 am
Forum: Show your Creations
Topic: Inserter production
Replies: 6
Views: 3969

Inserter production

What do you think about this inserter factory for an CPU optimized train factory? It makes 2.1k inserters from iron and copper plates not counting the intermittent stops when a new train rolls into the station. Inserters.png 0eNq1XMtu4zgQ/JVAZ2ugJimSynVP8w2LwcJxtImwtmxYSmaDIP++9COynJWsKjq+JTNxNdnd1W...
by Lubricus
Sat Sep 01, 2018 9:29 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 52360

Re: Friday Facts #258 - New autoplace

I thing the no oil in the starting area is a part of a bigger pacing problem for the game. Where blue science introduce to many new type of puzzle's to solve and there is almost no left for the rest of the game. Blue science also bumps up the resource cost and the amount of assemblers needed quite d...
by Lubricus
Mon Aug 27, 2018 11:57 am
Forum: Show your Creations
Topic: cpu-friendly setups (now with working screenshots :) )
Replies: 4
Views: 3315

Re: cpu-friendly setups (now with working screenshots :) )

Red science.png This is what I come up with to counter your design. Hope someone can beat it. 6 beacon on each science assembler. String: 0eNq1W8FyozgU/JUpzmYKSUhAjvMJu4c5TE1tYVubUGNjF+DZTaXy7yuGiu3MQtQt2ac4ien3eK2W9AT9kqx3J3vsmnZIHl6SZnNo++Th20vSN49tvRv/NjwfbfKQNIPdJ6ukrffjb2tbu68mr6ukabf23+RBvK68...
by Lubricus
Mon Aug 27, 2018 7:37 am
Forum: Show your Creations
Topic: cpu-friendly setups (now with working screenshots :) )
Replies: 4
Views: 3315

Re: cpu-friendly setups (now with working screenshots :) )

1. Perfect ratios is not always the most optimized for CPU but try to make it better with ratios in mind. You could for example let 1 gear assembler feed into 2 red science assembler. 2. You get better beacon coverage if the beacon rows are offset 1 tile to the assemblers. Move the bottom row of bea...
by Lubricus
Fri Aug 03, 2018 9:20 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 69731

Re: Friday Facts #254 - No research queue for you

I understand the downside of the research queue. I thing the queue is bad for knew players and good for players that have played a long time and already know bigger part of the tech by hart (Many forum dwellers). So i think it's a good design to leave it to mods or an option.
by Lubricus
Sat Jul 14, 2018 8:29 pm
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 30714

Re: Friday Facts #251 - A Fistful of Frames

While i usually endulge technical aspects of FFF i'm out of this one. The only graphical stuff i did was painting images with GDLIB in PHP and using the G15 library for some text and rectangles in EVEMON. Maybe one of you guys who does this for a job could dumb this down a bit? So what i know is th...
by Lubricus
Tue Jul 10, 2018 6:46 am
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 47131

Re: Friday Facts #250 - Dead end conclusion

By making players share items, organise them in chests, protect them, it leads to way more emergent situations that can be fun in multiplayer. "where is the steam engine blueprint? it's in a chest next to the boilers, use that to build more". By making players do extra work to share bluep...
by Lubricus
Sat Jul 07, 2018 7:16 am
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 47131

Re: Friday Facts #250 - Dead end conclusion

I don't understand the difference between a blueprint and a blueprint tool! Can't we have a blueprint tool that is on the level and switchable from the pickax. The the copy paste functionality could be built into the blueprint-tool and some function to easily transfer blueprint info from and to the ...
by Lubricus
Sat Jul 07, 2018 7:10 am
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 47131

Re: Friday Facts #250 - Dead end conclusion

The functionality of automatic blueprint library sharing in multiplayer is removed. The "shared blueprints" panel is removed. Blueprints and blueprint books in multiplayer will be shared by manually trading the items or by linking them in the chat. Blueprints or books linked in the chat c...
by Lubricus
Tue Jul 03, 2018 6:26 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 58494

Re: Friday Facts #249 - Dead end exploration

To me, just having the copy and paste functionality, rather than needing a blueprint all the time, would clear up a lot of the situations where my inventory gets cluttered with random blueprints. If I had to pick one I believe option 4 sounded the best to me out of the proposed ideas. I start to th...
by Lubricus
Sat Jun 30, 2018 8:54 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 58494

Re: Friday Facts #249 - Dead end exploration

What about a blueprint tool that 1. Always store 1 blueprint and only 1 blueprint only. 2. You will be able to ad the bp in your bptool to the library. 3. You will be able to ad a copy of a bp in the library to your bptool (the old bp in the tool will disappear) 4. When you make a new bp the old one...
by Lubricus
Sat Jun 30, 2018 9:04 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 58494

Re: Friday Facts #249 - Dead end exploration

I often use Blueprints when i "need" to move a section of the factory 1 tile to the left or similar situations. It's now quite cumbersome you first have to 1. create a new empty blueprint. ctrl+B. 2. blueprint the section you want 3. find the deconstruction planner 4. deconstruct the part ...
by Lubricus
Fri Jun 22, 2018 2:42 pm
Forum: News
Topic: Friday Facts #248 - Not Saturday Facts
Replies: 71
Views: 28853

Re: Friday Facts #248 - Not Saturday Facts

-There are of course other small projects that are ongoing, such as improved pipe-fluid physics and improved map generation, but more on those when they are fleshed out. I would say that is huge... And the "Sync mods with a server you want to join." feature could make multiplayer more live...
by Lubricus
Mon Jun 11, 2018 8:02 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 51959

Re: Friday Facts #246 - The GUI update (Part 3)

I'm not sure why Microsoft manages to get fonts right, and none of the competitors can get it to work right. Does anyone here know about Linux or Apple and can tell me what the problem is? Funny thing is that technically Microsoft is the one rendering the fonts wrong . Without going into too much d...
by Lubricus
Fri Jun 01, 2018 4:00 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 51546

Re: Friday Facts #245 - Campaign concept

About the question to do production or high tech science first is simple, production science is much easier to do than high tech so it will be production science first 100% of the times. What bother me about the balances between different science pack is that blue feels much harder than production. ...

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