Search found 124 matches
- 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...
- 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...
- 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...
- 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% ...
- 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 ) ...
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 "...
- 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.
- 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...
- 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 ...
- 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...
- 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...