Search found 212 matches
- Wed Feb 21, 2018 12:04 pm
- Forum: Implemented Suggestions
- Topic: Factorio Port for Nintendo Switch?
- Replies: 14
- Views: 21016
Re: Factorio Port for Nintendo Switch?
Unfortunately wouldn't work. The CPU architecture is different, you can't run x86 binaries on ARM. Well, you could run it through something like QEMU but then your performance goes out of the window. You might be able to get it to boot Factorio, but I doubt it will be playable. I hope someone will ...
- Wed Feb 21, 2018 12:00 pm
- Forum: Gameplay Help
- Topic: Helping with some math
- Replies: 17
- Views: 4372
Re: Helping with some math
It does not matter if it is on or not. Depending on the type of mic you use, tapping it can cause damage/break it.impetus maximus wrote:*taps mic
is this thing on?
Don't tap on microphones.
- Sat Feb 17, 2018 12:21 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 370188
Re: Friday Facts #225 - Bots versus belts (part 2)
This is just a guess at what Caine was getting at but I think the difference between a main bus and chest buffers is that the chest buffers, albeit having a higher capacity, are actually actively used while the main bus concept has a lot of product not being actively used due to its massive sprawli...
- Fri Feb 16, 2018 9:35 pm
- Forum: Show your Creations
- Topic: Kovarex Matrix
- Replies: 11
- Views: 6512
Re: Kovarex Matrix
Goed bezig
I agree with tobin, looks great. There is no such thing as overkill in Factorio
I agree with tobin, looks great. There is no such thing as overkill in Factorio
- Fri Feb 16, 2018 9:00 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 45581
Re: Friday Facts #230 - Engine modernisation
Most performance improvements seemed to be independent of the rendering pipeline. As for this change, time will tell but I am not that worried. The developers are pretty dedicated to make the game perform well.DutchBully wrote:Will changing this engine to own code and SDL undo that or actually improve FPS/UPS ?
- Fri Feb 16, 2018 7:54 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 45581
Re: Friday Facts #230 - Engine modernisation
Picture: A user interface is like a joke. If you have to explain it, it's not that good I disagree. It depends on the goal of the user interface. If high productivity is your goal then a learning curve is often necessary. It is nearly impossible to make a tool simpler than its domain and there are ...
- Fri Feb 16, 2018 6:41 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 370188
Re: Friday Facts #225 - Bots versus belts (part 2)
Yeah! When you want to build a belt megabase, you need spaghetti! No you need trains, modular factory complexes and local minimum distance belt transport (ignoring bots for the moments since this is a belt vs bots topic). View it like this: all items on a saturated main bus will never get used. It ...
- Fri Feb 16, 2018 11:43 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 370188
Re: Friday Facts #225 - Bots versus belts (part 2)
Frankly, what is needed to be on-par with bots is a (near) infinite capacity "bulk belt" for main bus lines, which splitters can then split items off from. I disagree. The problem here is that a belt based main bus is just poor factory design. It is the easiest way to play, but it does no...
- Thu Feb 15, 2018 8:05 am
- Forum: Ideas and Suggestions
- Topic: Block inventory split
- Replies: 7
- Views: 2529
Re: Block inventory split
When you have a specific number of items in hand then ctrl-inserting should insert that many but keep the same number of items in your hand instead of a full stack.
- Tue Feb 13, 2018 4:19 pm
- Forum: Ideas and Suggestions
- Topic: "The Interactive Button" Combinator (or, at least, leaver ;)
- Replies: 7
- Views: 2049
Re: "The Interactive Button" Combinator (or, at least, leaver ;)
I know it's can be achieved by eg. changing constant Combinator variables or similar designs, but... is to many clicks, menus, slider dragging and searching for propper icon... I just realized that you can copy/pasting of constant combinator values for this. So set up a three constant combinators: ...
- Tue Feb 13, 2018 7:49 am
- Forum: Ideas and Suggestions
- Topic: "The Interactive Button" Combinator (or, at least, leaver ;)
- Replies: 7
- Views: 2049
Re: "The Interactive Button" Combinator (or, at least, leaver ;)
Perhaps we should just have a modifier to toggle a constant combinator on/off instead. Now we have to open the GUI, toggle and close it again.
- Mon Feb 12, 2018 5:39 pm
- Forum: Balancing
- Topic: Bots Versus Belts - Vas's Take
- Replies: 15
- Views: 7378
Re: Bots Versus Belts - Vas's Take
For the rest: TL;DR. Add an abstract if you are going to post a wall of text. An abstract? Oh, sorry. I essentially mean a brief summary. See https://en.wikipedia.org/wiki/Abstract_(summary) You did have a short version included, but it doesn't really say anything meaningful but starts rambling abo...
- Mon Feb 12, 2018 8:15 am
- Forum: Balancing
- Topic: Bots Versus Belts - Vas's Take
- Replies: 15
- Views: 7378
Re: Bots Versus Belts - Vas's Take
I wasn't around during the whole bots versus belts debacle of that one FFF, so I wanted to provide my take on things, even though its yet another topic on it. Indeed. The old topic is still open as far as I know. Just add your opinion there. And read it before you post, "don't nerf bots, buff ...
- Sat Feb 10, 2018 8:50 am
- Forum: Ideas and Suggestions
- Topic: MOAR WIRES
- Replies: 3
- Views: 1575
Re: MOAR WIRES
I agree with the problem. I do not have enough information to judge the solution.
- Thu Feb 08, 2018 8:05 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 211555
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
It is a long time ago that I tried anything with Blender, but I do recall it being a pretty steep learning curve.
But from the looks of it, you are either a pretty fast learner or you have a lot of spare time :p
But from the looks of it, you are either a pretty fast learner or you have a lot of spare time :p
- Thu Feb 08, 2018 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear disasters
- Replies: 36
- Views: 10635
Re: Nuclear disasters
Let us not contribute to this nonsense about nuclear explosions in reactors. It does not happen in real life and never has.
It is misinformation which causes unfounded fear in people for nuclear power. Nuclear power has risks and challenges, but an atomic bomb like explosion is not one of them.
It is misinformation which causes unfounded fear in people for nuclear power. Nuclear power has risks and challenges, but an atomic bomb like explosion is not one of them.
- Thu Feb 08, 2018 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Separate signals to/from red and green wires
- Replies: 70
- Views: 20141
- Mon Feb 05, 2018 6:54 pm
- Forum: Not a bug
- Topic: Rocket launches even when output slot is full
- Replies: 37
- Views: 19373
Re: Rocket launches even when output slot is full
Right, I am not even sure how I know that it works this way, perhaps from an FFF.
Well,.. I suppose a tiny message would make some sense.
Well,.. I suppose a tiny message would make some sense.
- Mon Feb 05, 2018 6:33 pm
- Forum: Not a bug
- Topic: Rocket launches even when output slot is full
- Replies: 37
- Views: 19373
Re: Rocket launches even when output slot is full
The behavior is a problem as it differs from the behavior of other assamblers mainly stopping production if output is full. It is not an assembler. If your main goal is just to launch as many missiles as possible, you don't even want it to block when your science consumption cannot keep up. Really,...
- Mon Feb 05, 2018 6:02 pm
- Forum: Not a bug
- Topic: Rocket launches even when output slot is full
- Replies: 37
- Views: 19373
Re: Rocket launches even when output slot is full
This problem is very easily resolved with a trivial circuit network and some buffer chests. I do not see a problem with the current behaviour.