Search found 107 matches
- Sat Feb 08, 2020 12:00 am
- Forum: Balancing
- Topic: Inserter throughput
- Replies: 40
- Views: 11640
Re: Inserter throughput
Did I fail to communicate there, or what? I like it that the game poses puzzles. I like it a lot. The puzzles are the point, everything else is there either to motivate the puzzles or just be rewards and distractions because those are worth loving too. Subtleties in behavior that you don't even not...
- Fri Feb 07, 2020 6:00 pm
- Forum: Balancing
- Topic: Inserter throughput
- Replies: 40
- Views: 11640
Re: Inserter throughput
@Nafira: No, it is a real game mechanic. More info on the wiki: https://wiki.factorio.com/Inserters I know by fact that it is, but why is it that way ? I don't think it's legitimate, and that's why people are pointing that's it's very slow. I know it's about precision, but this going too far in cer...
- Thu Feb 06, 2020 8:49 pm
- Forum: Balancing
- Topic: Inserter throughput
- Replies: 40
- Views: 11640
Re: Inserter throughput
1 is known to be slow (swing time and lane speed does not match, it's like getting item 1 by 1) 2 is slower than 3 because it's feeding only on one lane (22.5i/s but with less stacking) 3 is a bit faster because items are stacked at maximum letting no other choice like in the second one (22.5i/s) 4...
- Thu Feb 06, 2020 7:28 pm
- Forum: Balancing
- Topic: final production/science packs costs ?
- Replies: 2
- Views: 1991
Re: final production/science packs costs ?
Nothing that will kill a factory.
Maybe 1 or 2 changes, but nothing drastic like previous changes.
They are polishing the game slowly and steadily, adding optimizations and final touch.
I bet there will be no more "big updates" after 1.0 since there's plenty of mod and modders
Maybe 1 or 2 changes, but nothing drastic like previous changes.
They are polishing the game slowly and steadily, adding optimizations and final touch.
I bet there will be no more "big updates" after 1.0 since there's plenty of mod and modders
- Thu Feb 06, 2020 7:25 pm
- Forum: Balancing
- Topic: Change Concrete Recipe to something more 'realistic'
- Replies: 7
- Views: 3013
Re: Change Concrete Recipe to something more 'realistic'
Actual recipe is actually realistic since you need calcium, silicon and iron oxide to create ciment.
So it's basically stone and iron in Factorio.
So it's basically stone and iron in Factorio.
- Thu Feb 06, 2020 6:37 pm
- Forum: Balancing
- Topic: Inserter throughput
- Replies: 40
- Views: 11640
Re: Inserter throughput
Pickup speeds from belt in 0.18.3: https://forums.factorio.com/download/file.php?id=56821 meh... edit, I understood : 1 is known to be slow (swing time and lane speed does not match, it's like getting item 1 by 1) 2 is slower than 3 because it's feeding only on one lane (22.5i/s but with less stack...
- Sun Feb 02, 2020 8:28 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 22332
Re: Friday Facts #332 - More sounds & Map color tweaks
I'm not really using sound, so I can't say "I prefer those or these". And whichever case, everyone taste is different, so I can't judge. But, I refreshed my computer due a .sys file corrupted, and lost my auto-update on factorio. I thought that 0.18 wasn't coming. Anyways : real map color ...
- Wed Jan 29, 2020 7:30 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200961
Re: Parrallel processing in games & applications
I'm not saying nobody can have an idea the devs haven't had, just that it's as unlikely as teaching a neurochirurgist how to operate a brain in a better way than he usually does : unlikely. Not a neurochirurgist. But from a dev to another dev using different kind of applications and having differen...
- Mon Jan 27, 2020 10:00 pm
- Forum: Balancing
- Topic: Previous discussions re: beacon behavior with efficiency modules
- Replies: 4
- Views: 1953
Re: Previous discussions re: beacon behavior with efficiency modules
Efficiency really should effect beacons, or of course reduce pollution (I've seen mods that make them cheaper/more effective). With a 50% power reduction, a machine needs to be at least 960 kW for a single beacon to pay for itself, 480 kW for two machines, 320 kW for three... Assembler 3 uses 375, ...
- Mon Jan 27, 2020 8:52 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200961
Re: Parrallel processing in games & applications
[Koub] Merged into the older discussion about how the devs should multithread the game. I suggest you read the whole thread, especially the devs' answers. Oh, I read a bunch of answer, and I didn't know war existed :/ As I see it, there's no intention of bringing Factorio to multi-threading since i...
- Mon Jan 27, 2020 8:25 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200961
Multi-threading thread ;)
Hi guys, I'm not very familiar with inside bottlenecks in Factorio, but I've kept in mind that the actual main problem is due to the event system on entities. It's pretty strong, avoiding many bugs, but it creates a funnel of decision leading to mono-threading most of the activity. Please correct me...
- Sat Jan 25, 2020 12:46 am
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 62960
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
@boskid : it's quite a huge change you made. Even I'm not able to say it's for the worst or the best (internally I'm thinking it's not binary), it's still a huge change. Many megabases or servers will break or thrive due to this changes. Have you warned modders in advance, because it's quite not exp...
- Sun Dec 29, 2019 9:50 am
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 53031
Re: Friday Facts #327 - 2020 Vision
Using tutorials in an attempt to widen a game's appeal beyond its natural audience ends up providing a motivation to dumb things down. That's because the people that aren't the natural audience need a lot more hand-holding to be able to make any progress. It's the route many games go down unfortuna...
- Sat Dec 28, 2019 3:58 pm
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 53031
Re: Friday Facts #327 - 2020 Vision
90.3% people bought a copy of
- Thu Dec 12, 2019 7:04 pm
- Forum: Railway Setups
- Topic: Automatic refueling of locomotives (Vanilla)
- Replies: 6
- Views: 6718
Re: Automatic refueling of locomotives (Vanilla)
That is, it is necessary to implement a system that will read information about the amount of fuel in a locomotive. Then this is not a creation to show - but a feature request as it currently is not possible to read the current fuel amount from a locomotive in vanilla. There is the Inventory Sensor...
- Thu Dec 05, 2019 6:05 pm
- Forum: Railway Setups
- Topic: Automatic refueling of locomotives (Vanilla)
- Replies: 6
- Views: 6718
Re: Automatic refueling of locomotives (Vanilla)
Hi ! Since you can't wire a train to get info on fuel, you have to do it the other way around : - put a specific amount in a chest : 200 fuel - load the train with fuel normally - block the signal to go if you the arm is working (use a memory logic to output it, it will keep the signal blocked until...
- Sun Oct 20, 2019 3:31 pm
- Forum: Energy Production
- Topic: Solar farm with perfect ratio
- Replies: 28
- Views: 17022
Re: Solar farm with perfect ratio.
The more bitter attack you have the highest your ratio is. I find 0.9 being a good ratio to maintain. But it purely depends how you work in your factory. More accus only adds a safety cushion in case of exceptional "oops bad luck, I got a consumption spike out of nowhere, but I overall overpro...
- Fri Oct 18, 2019 8:03 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 32859
Re: Friday Facts #317 - New pathfinding algorithm
A n-th level A* pathfinding is a good thing to have (I'm surprised it was not even already here).
What you could do to improve again this algorithm, is to go from 2 level of nodes to a 3 or 4 lvl node A* pathfinding. A power 2 scale or 3 should be a good (or a mix)
What you could do to improve again this algorithm, is to go from 2 level of nodes to a 3 or 4 lvl node A* pathfinding. A power 2 scale or 3 should be a good (or a mix)
- Fri Oct 18, 2019 5:41 pm
- Forum: Ideas and Suggestions
- Topic: Connecting radars to circuit and logistic networks
- Replies: 43
- Views: 19467
Re: Connecting radars to circuit and logistic networks
Idea to solve radar range issue and help with performance : * When a Radar finishes to scan his area and no enemies has been detected, it put's itself in "standby", using only 10% energy and stop trying to refresh all tiles. * If an enemy enters the radar zone, the stand-by mode stops (de...
- Fri Oct 18, 2019 5:11 pm
- Forum: Energy Production
- Topic: Solar farm with perfect ratio
- Replies: 28
- Views: 17022
Re: Solar farm with perfect ratio.
Since your consumption of energy is not continuous and perfect, why should your providing ratio should be ? I try to do 1:0.9 to ensure I have enough accus, and due to laser consumption which is not intended nor predictable. Then you lack solar panels - on average - to recharge the accus. The thing...