Search found 354 matches
- Tue Apr 23, 2019 9:02 am
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27510
Re: Version 0.17.32
How could you play Factorio without perfectionism? Very well. I have engineering background and I have used to plan and build technical things from imperfect parts, rules and restrictions and knowledge. Actually, it is very hard to understand for me that so many players get their enjoyment from ach...
- Tue Apr 23, 2019 8:52 am
- Forum: Balancing
- Topic: [0.17.29] Beacon tech still requires Blurple circuits tech ?
- Replies: 2
- Views: 1676
Re: [0.17.29] Beacon tech still requires Blurple circuits tech ?
+1. It is deprecated dependency.
- Tue Apr 23, 2019 8:39 am
- Forum: Balancing
- Topic: [0.17] Low density structure with expensive recipe seems greatly out of alignment
- Replies: 4
- Views: 2374
Re: [0.17] Low density structure with expensive recipe seems greatly out of alignment
a 6 times increase is pretty extreme. I'd be up for a reduction to about 15 as an upper limit. Well, green circuits are ~3 times more expensive. LDS takes is 20 copper + 5 plastic + 2 steel (10 iron) = 35 plates in normal, and 20 copper + 30 plastic + 2 sreel (20 iron) = 70 plates in expensive. Yes...
- Tue Apr 23, 2019 8:33 am
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27510
Re: Version 0.17.32
Why it is major problem? Did you find some configuration which do not work? How could you play Factorio without perfectionism? And yes, I have throughput bugs in nuclear plants and fluid stations. I can't even measure throughput because it changes unpredictably. It is one of core game mechanics. An...
- Tue Apr 23, 2019 7:59 am
- Forum: Railway Setups
- Topic: How to load 4 blue belts per wagon?
- Replies: 52
- Views: 28046
Re: How to load 4 blue belts per wagon?
I like belt designs, but dealing with bigger stations I came to the conclusion that it's better to separate wagon<->chests and chests<->belts stages using bots. Rails become too scattered if they are mixed with belts bus. The main problem I currently have is fluid [un]loader - it takes at least 5 ce...
- Tue Apr 23, 2019 6:42 am
- Forum: Ideas and Suggestions
- Topic: Resource library for modders
- Replies: 3
- Views: 985
- Mon Apr 22, 2019 2:05 pm
- Forum: General discussion
- Topic: When do YOU give up and start fresh?
- Replies: 33
- Views: 16417
Re: When do YOU give up and start fresh?
I like to start over. Beginning is the most interesting part. I rarely launch rockets. Automation of Production and Utility science packs is usually my final step.
- Fri Apr 19, 2019 7:56 pm
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27510
Re: Version 0.17.32
The time has already come to release new fluid physics. Come on, make a final effort and do it already. You put it off for too long. If you can't wait for features to be implemented, maybe you should stop playing early access games. :mrgreen: Feature?! It's not a feature, it's a major (even critica...
- Fri Apr 19, 2019 1:30 pm
- Forum: News
- Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
- Replies: 40
- Views: 20857
Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Also, @Klonan, I hope you tweak the icon for the Assemble Mk3, the gears on this one are... not functional. Otherwise, great stuff, as usual. Normally I'd say this is excessive nitpicking, but this is a game about process automation engineering after all. This level of nitpicking could be normal. B...
- Fri Apr 19, 2019 7:06 am
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27510
Re: Version 0.17.32
My main pet peeve with the fluid system currently is that fluids cannot be easily split. This is a modded example, but in my current seablock game I have plastic and resin, both which require 100 units of methanol gas, one liquifier supplies 100 units, in an ideal world both would get 50/50, but in...
- Thu Apr 18, 2019 1:55 pm
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 30837
Re: Invert Landfill
wasn't that original terrain type by definition water? Water, Deep water, Shallow water, Green water, .... You can't just hardcode that landfill is reverted to water, it must be a universal algorithm of terrain type modification. I'd say each tile must contain stack, but I don't know how much data ...
- Thu Apr 18, 2019 11:46 am
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27510
Re: Version 0.17.32
The time has already come to release new fluid physics. Come on, make a final effort and do it already. You put it off for too long.
- Thu Apr 18, 2019 10:10 am
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 71618
Re: Friday Facts #274 - New fluid system 2
We need new fluid physics! It is the most important feature of 0.17, but priority is given to remnants, pollution and rail building.
I can't make long-term designs of chemical plants and nuclear reactors without final fluid throughput tests.
I can't make long-term designs of chemical plants and nuclear reactors without final fluid throughput tests.
- Wed Apr 17, 2019 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 30837
Re: Invert Landfill
wasn't that original terrain type by definition water? Water, Deep water, Shallow water, Green water, .... You can't just hardcode that landfill is reverted to water, it must be a universal algorithm of terrain type modification. I'd say each tile must contain stack, but I don't know how much data ...
- Wed Apr 17, 2019 1:58 pm
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 30837
Re: Invert Landfill
I believe the problem is that per-tile data is very heavy. Currently for each tile 2 layers are stored : terrain and flooring. Revertible landfill needs third layer to be stored. Doesn't it already have that data somewhere? If I landfill something and mouseover with landfill, the tile overlay is gr...
- Wed Apr 17, 2019 1:56 pm
- Forum: Off topic
- Topic: Question about Factorio inner engine.
- Replies: 6
- Views: 6302
Re: Question about Factorio inner engine.
How exactly containers could be bottlenecks? All operations have well known difficulty : O(1), O(logN), O(N). STL containers are simple as stick. They are very poorly designed, but not slow. What exactly do you need? Vector and map. If you are constantly removing elements from a middle of a vector, ...
- Wed Apr 17, 2019 1:17 pm
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 30837
Re: Invert Landfill
I believe the problem is that per-tile data is very heavy. Currently for each tile 2 layers are stored : terrain and flooring. Revertible landfill needs third layer to be stored.
- Wed Apr 17, 2019 10:20 am
- Forum: General discussion
- Topic: Are Bitters unnecessary?
- Replies: 56
- Views: 20783
Re: Are Bitters unnecessary?
Usually I'm playing without aliens at all. Recently I've played one standard map, made sure that aliens are annoying weaklings, and started new peaceful game again.
- Tue Apr 16, 2019 9:58 am
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 30837
Re: Invert Landfill
Cancel with ctrl+z - yes, definitely.
Invert with mining - no, not a basic landfill. We need separate, more advanced and expensive type of landfill (some deck) that can be mined to restore water.
Something like this : https://mods.factorio.com/mod/platforms.
Invert with mining - no, not a basic landfill. We need separate, more advanced and expensive type of landfill (some deck) that can be mined to restore water.
Something like this : https://mods.factorio.com/mod/platforms.
- Mon Apr 15, 2019 8:55 am
- Forum: Releases
- Topic: Version 0.17.29
- Replies: 33
- Views: 17082
Re: Suggested solution for rail placement issues
Clicking without shift: If the whole rail is within reach: direct build mode When any part of the rail gets out of reach, automatically switch to ghost build mode while avoiding obstacles" Clicking with shift or pressing shift enters ghost build mode while removing obstacles. Releasing shift s...