I saw both of these and raise you with this:
http://www.youtube.com/watch?v=nHQNtoGRvMc
Search found 677 matches
- Fri Feb 07, 2014 4:20 am
- Forum: Off topic
- Topic: Why Not?(warning,click at own risk)
- Replies: 15
- Views: 19592
- Thu Feb 06, 2014 1:08 pm
- Forum: Implemented Suggestions
- Topic: Finding items in the inventory the easy way
- Replies: 14
- Views: 5892
Re: Finding items in the inventory the easy way
I'd also like to have the ability to search in research window. I've spent a whole lot of time tracking down what I need to research to finally reach X. E.g alien research "bottle". A textbox somewhere with full-text search over research name itself and what new research/items it gives wou...
- Thu Feb 06, 2014 9:50 am
- Forum: General discussion
- Topic: what do you think the bare minimum is to play
- Replies: 18
- Views: 10417
Re: what do you think the bare minimum is to play
The render thread can't be multithreaded (limitation of the allegro). Actually that is not entirely true. You could seperate your ingame scene into multiple scenes (ground tiles, entities, UI background, UI text and icons, etc.) storing each one in its own Allegro Bitmap and then finally render the...
- Fri Jan 31, 2014 4:45 pm
- Forum: General discussion
- Topic: what do you think the bare minimum is to play
- Replies: 18
- Views: 10417
Re: what do you think the bare minimum is to play
6y old q6600 CPU, 6G ram and 560GTX. Everything at max and I'm yet to see any lag. I call a heaping pile of BS right there. You do that based on bad quality data. Slight problem - AMD make the worlds only 16-core x86 processor currently available in the AMD Opteron (and only costs ~€540) The Intel X...
- Mon Jan 27, 2014 12:42 pm
- Forum: News
- Topic: Friday Facts #18
- Replies: 13
- Views: 21964
Re: Friday Facts #18
Interfaces and multiple inheritance are conceptually completely different things. You sort-of, kind-of can code an interface-based thingy and call it "multiple inheritance" and it might even behave somewhat like that (with a ton of extra effort) but it's far from it and it lacks all of the...
- Mon Jan 27, 2014 7:14 am
- Forum: General discussion
- Topic: Will the Oil-Industry require a new world?
- Replies: 16
- Views: 10688
Re: Will the Oil-Industry require a new world?
Since the big launcher update one can customize where MC stores its stuff.FrozenOne wrote:like Minecraft keeps the whole game there and cant be changed)
Though I agree, it seems rather weird to spread the data around. Call me old-school but I like it if games don't go outside their install directory
- Sat Jan 25, 2014 8:31 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 22946
Re: My thought on the oil industry
However there will be a possibility to put the oil into the barrels and then transport it in the normal cargo wagon. This is kind of experimental because we are not 100% sure it would work well together with having the tank carts. Though it might be a good alternative with tradeoffs. I guess it wou...
- Sat Jan 25, 2014 8:20 pm
- Forum: Ideas and Suggestions
- Topic: Just started a couple days ago; thoughts
- Replies: 8
- Views: 4569
Re: Just started a couple days ago; thoughts
Early game: I believed, that the fact that the player already starts with some iron burner mining drill and furnace + the fact that burner mining drills are not as slow as they used to be makes the early stage much more fast. When I know what to do I can get to electricity quite fast, but maybe I'm...
- Sat Jan 25, 2014 7:46 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 60698
Re: "Black box" factories from blueprints
Optimisations are still important and with blue prints and possibly multiplayer it will always be. (https://www.factorio.com/blog/post/fff-18) I was talking more about just blindly going in and trying to optimize things without even knowing what exactly slows the things down and to optimize before ...
- Fri Jan 24, 2014 4:57 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 22946
Re: My thought on the oil industry
I like the idea of not completely draining the resource at one point but rather slowly decreasing the production (and maybe stopping the decrease and holding the production steady at some low value). Something to keep in mind for the future releases. Though this might inhibit the need for exploring...
- Fri Jan 24, 2014 4:45 pm
- Forum: Ideas and Suggestions
- Topic: Resource Sinks
- Replies: 12
- Views: 6352
Re: Resource Sinks
Besides researching to increase the amount of combat bots why not also research the amount of some high-level factory buildings one could have running in parallel? Perhaps even some higher level defense structures. I'm currently trying to play with zero productivity modules and it seems like I do ne...
- Fri Jan 24, 2014 5:49 am
- Forum: Not a bug
- Topic: Inserter-problem stuck with wrong item
- Replies: 7
- Views: 6947
Re: Inserter-problem stuck with wrong item
not sure if this is intended or not, but I often have problem with smelters and inserter feeding it with whatever is in belt, so e.g. on same belt goes stone and copper, so I expect inserter to pick some and put into smelter. Well, you simply shouldn't do such designs then and use separate furnaces...
- Fri Jan 24, 2014 5:47 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 60698
Re: "Black box" factories from blueprints
Premature optimization is the root of all evil
- Donald Knuth
How big must a factory be to actually cause a slowdown on half-decent PC (newer than 10y) so that such optimizations become useful?
- Donald Knuth
How big must a factory be to actually cause a slowdown on half-decent PC (newer than 10y) so that such optimizations become useful?
- Mon Jan 20, 2014 7:55 am
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 22548
Re: Module Reballance
IMHO it would make sense to only have the productivity module effect stuff produced from raw materials.
Being more efficient when using e.g circuits doesn't really make all that much sense.
Being more efficient when using e.g circuits doesn't really make all that much sense.
- Sat Jan 18, 2014 5:50 pm
- Forum: Ideas and Suggestions
- Topic: Pump power usage
- Replies: 11
- Views: 5424
Re: Pump power usage
Yeah, pump running "for free" is a bit strange. We might do something about this. Maybe have it run on electricity but also put a small burner inside for the kickstarting. Wouldn't it be easier to have two different pumps, one for using only coal and providing little water and other runni...
- Sat Jan 18, 2014 1:09 pm
- Forum: Ideas and Suggestions
- Topic: Pump power usage
- Replies: 11
- Views: 5424
Re: Pump power usage
Notice I never said it would need electric power
Just as one can magically burn coal for making inserters move there could be a low-end pump that burns stuff to move water. Perhaps require two such pumps to fully feed a single steam engine?
Just as one can magically burn coal for making inserters move there could be a low-end pump that burns stuff to move water. Perhaps require two such pumps to fully feed a single steam engine?
- Sat Jan 18, 2014 11:31 am
- Forum: Ideas and Suggestions
- Topic: Pump power usage
- Replies: 11
- Views: 5424
Pump power usage
Feel free to skip the spoiler part, it just describes where I come from :) I've not played the game a whole lot yet but the little I've seen it seems to have tremendous potential. I especially like the way one has to run stuff through various machines to get final output. I also play a whole lot of ...