Search found 124 matches

by NotABiter
Mon Nov 23, 2015 3:43 pm
Forum: Multiplayer
Topic: [Vanilla|0.14|US] SUG Dedicated Server
Replies: 416
Views: 173786

Re: [Vanilla|0.12.16|US] MP Dedicated Server

This table shows that speed modules are, quite surprisingly, superior to efficiency modules at reducing power and pollution when boosting an assembler full of productivity modules. Not exactly. That table shows a bunch of numbers that may or may not have anything to do with the behavior in the game...
by NotABiter
Mon Nov 23, 2015 6:55 am
Forum: Multiplayer
Topic: [Vanilla|0.14|US] SUG Dedicated Server
Replies: 416
Views: 173786

Re: [Vanilla|0.12.16|US] MP Dedicated Server

Eff.2 are a waste of resources (eff.3 are even worse); build more solar instead I did not add them to save power, but to reduce pollution. (I did mention the -80% power bonus, but you have to realize power is one of the components of pollution - reducing power directly reduces pollution by the same...
by NotABiter
Sun Nov 22, 2015 5:30 pm
Forum: Multiplayer
Topic: [Vanilla|0.14|US] SUG Dedicated Server
Replies: 416
Views: 173786

Re: [Vanilla|0.12.16|US] MP Dedicated Server

I played with this for a bit - updated factories to assembler 3s and put the right number of efficiency modules in them. (A lot of them had 4 which is overkill as you hit the -80% power limit with 3.) There were problems with green circuits not getting enough copper (which only got worse after I upg...
by NotABiter
Sun Nov 22, 2015 10:08 am
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 120218

Re: The von Neumann Thread

Planet Date: 71:38:48 Made a major expansion to the north. There will be plenty of room for that red circuit line now. Planet Date: 75:03:35 Set up miners and rail in the north to collect the bits of iron there. As I have noticed that I'm using quite a bit of rail (and lights as well), I added +40% ...
by NotABiter
Sat Nov 14, 2015 3:54 am
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 120218

Re: The von Neumann Thread

Planet Date: 69:59:04 Back at Planet Date 18:12:05 I said my backup power supply "will be made much larger and switched over to an infinite supply of solid fuel, but that's still a long ways off". Well, the time has come. The new backup power (picture and additional information are here ) ...
by NotABiter
Thu Nov 12, 2015 3:24 am
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 120218

Re: The von Neumann Thread

Planet Date: 52:33:09 Shifting of iron ore smelting to +20% productivity is nearly complete. sn_016.jpg Currently the speed on those is at -15%. Eventually I will switch to using level 3 speed modules which will get that closer to normal. Those beacons suck a lot of power, so solar power has been ne...
by NotABiter
Fri Nov 06, 2015 11:54 am
Forum: General discussion
Topic: Opinion on Fuel cubes?
Replies: 12
Views: 19288

Re: Opinion on Fuel cubes?

I'm currently playing a map that has plenty of oil patches, so I used an entire oil patch just for my backup power supply. In the below image, pumpjacks are at the top, refineries and chemical plants pumping out solid fuel are below that, and then below that I have a solid fuel buffer which consists...
by NotABiter
Fri Nov 06, 2015 8:28 am
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 120218

Re: The von Neumann Thread

Planet Date: 31:17:20 Have grabbed quite a bit of territory to the south in order to mine iron. Have also automated destroyer capsules with a 4:4:8 destroyer:distractor:defender factories setup. Maintaining the ability to expand into new iron sources is priority #1 at this point. Started putting up ...
by NotABiter
Sun Nov 01, 2015 3:24 am
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 120218

Re: The von Neumann Thread

Planet Date: 18:12:05 The iron richness is definitely not making up for the small size of the iron deposits. To avoid recurring pressure on iron, I quickly moved to lasers. (There are still some scattered gun turrets - I'm not making any new ammo for them though.) In the below overview shot, at top ...
by NotABiter
Thu Oct 29, 2015 11:59 pm
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 120218

Re: The von Neumann Thread

Planet Date: 04:47:35 Someone back at central probably thought this was funny: sn_003.png This ain't my first rodeo, though. Stone is rather sparse, but hey - walls are just luxuries anyways. (See that herd of cats to the south? Come on in! No walls stopping you!) Iron is a bit more of an issue, but...
by NotABiter
Fri Oct 23, 2015 7:28 pm
Forum: General discussion
Topic: netlist language for combinators.
Replies: 20
Views: 16517

Re: netlist language for combinators.

I agree that I don't see much point in a language that can be compiled to create blueprint code. If you're going to do that, just paste the blueprint code. But what if you wanted to make something like, oh, I don't know, a character generator ROM that has 3,000+ requester chests, all individually c...
by NotABiter
Wed Jun 10, 2015 11:48 am
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 76901

Re: Friday Facts #88 - Combinators

that value for 1 tick Ah yes, the old single tick pulse trick. (It's been a while since I've played Factorio and I forgot about that, even though I made stuff that depended on it.) Also the multiplayer model (and replay) requires that the arbitrary order is well defined. Well, there's "well de...
by NotABiter
Wed Jun 10, 2015 10:09 am
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 76901

Re: Friday Facts #88 - Combinators

However I think that it's best to not go bitwise with arithmetic and instead treat each signal as a 32-bit integral signal (if that is indeed the limit). Having the modulo operator would be a good help for extracting the bits (or even the decimal digits for a segment display.) Currently their plans...
by NotABiter
Tue Apr 07, 2015 9:57 pm
Forum: General discussion
Topic: Uncertainty factor
Replies: 19
Views: 10712

Re: Uncertainty factor

For an example of a good game with prospecting, check out Imperialism (developed by Frog City, originally published by SSI but now owned by Ubisoft). Note that a game with prospecting and one without (both having a "random" resources option) are not the same thing. With just the random res...
by NotABiter
Mon Apr 06, 2015 8:24 pm
Forum: General discussion
Topic: Challenge Modes
Replies: 2
Views: 3141

Re: Challenge Modes

I think you are ready to explore mods Note: That's "modes" not "mods". I was already familiar with all of the mods you mentioned, with the exception of Scaler. I don't like using mods that change the game-play mechanics, especially before a game has even been released and "...
by NotABiter
Sat Apr 04, 2015 10:28 pm
Forum: General discussion
Topic: Game for geeks?
Replies: 14
Views: 7875

Re: Game for geeks?

Split off a new topic for the "coal age" (et al) discussion.
by NotABiter
Sat Apr 04, 2015 10:23 pm
Forum: General discussion
Topic: Challenge Modes
Replies: 2
Views: 3141

Challenge Modes

This is a thread for sharing/finding challenge modes. (Note: That's "modes" not "mods".) What's a challenge mode? This is some set of goals and/or limitations applied to the game in order to make it more challenging. Why challenge modes? The game as currently shipped can lack cha...
by NotABiter
Sat Apr 04, 2015 8:24 pm
Forum: General discussion
Topic: Game for geeks?
Replies: 14
Views: 7875

Re: Game for geeks?

I'm just relieved I wasn't the video example, mention some names next time so I don't have a hart attack :p Well, you don't seem to link your play videos from the video subforum, so that kind of excluded you from being the "case in point". (The only things I see there are your "base ...
by NotABiter
Sat Apr 04, 2015 8:13 am
Forum: General discussion
Topic: Game for geeks?
Replies: 14
Views: 7875

Re: Game for geeks?

you don't need to be verry verry smart to play it And people have provided more than ample evidence of that fact, in full audio-visual format on youtube, which they then link from the videos subforum . :-) Case in point, I just watched this video tonight. 0:15 - points out he had a "major powe...
by NotABiter
Sun Mar 29, 2015 7:47 am
Forum: Development Proposals
Topic: Role playing direction
Replies: 105
Views: 97150

Re: Role playing direction

I have read a lot of comments here that indicate many people have no idea how well RPG and RTS can go together. I would suggest they go play the Warlords Battelcry (WBC) series of games and become enlightened. The RPG elements need to be seen as both of these: 1. A way for players to try significant...

Go to advanced search