Search found 92 matches

by roothorick
Wed Jan 10, 2018 9:35 pm
Forum: General discussion
Topic: Reasoning behind blue sciente huge craft time
Replies: 9
Views: 4647

Re: Reasoning behind blue sciente huge craft time

I agree with halving the crafting time of blue pots (12 seconds -> 6 seconds) while keeping the materials cost per-unit the same. It just seems wrong compared to the ostensibly more complex purple and yellow pots. I'd argue also increase crafting time of gray pots (10 seconds -> 14 seconds) to make ...
by roothorick
Fri Jan 05, 2018 10:35 pm
Forum: Ideas and Suggestions
Topic: Achievement: "One small step for man"
Replies: 2
Views: 866

Achievement: "One small step for man"

The description would be a cryptic "Go to space."
Place a car in the rocket, board the rocket, and ride it.
by roothorick
Fri Jan 05, 2018 10:26 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 343982

Re: Friday Facts #224 - Bots versus belts

What I'd suggest: Bots should cost much more. Bot frames should be around 2-3x the materials, and make logistic bots take 2x PU instead of ACs. Chests themselves should be a bottleneck. It takes some fraction of a second for a bot to extract or place an item in a chest, and only one bot can be inter...
by roothorick
Sun Dec 24, 2017 11:12 pm
Forum: Gameplay Help
Topic: Synchronizing artillery with music
Replies: 7
Views: 3114

Re: Synchronizing artillery with music

If they turn iwthout ammo, then you should be able to have a large array of them and insert ammo into them sequentially each time you need an artillery shot. ...which you could put in with inserters. Use programmable speakers for the instruments, some combinator logic (okay, A LOT of combinator log...
by roothorick
Sun Dec 24, 2017 11:06 pm
Forum: Duplicates
Topic: [0.16.7] Unknown key: "fluid-contents"
Replies: 0
Views: 452

[0.16.7] Unknown key: "fluid-contents"

Sorry about text readability, tiny laptop screen.
Screenshot from 2017-12-24 17-05-09.png
Screenshot from 2017-12-24 17-05-09.png (682.61 KiB) Viewed 452 times
by roothorick
Sun Dec 24, 2017 7:39 pm
Forum: Ideas and Suggestions
Topic: Support for other LED control APIs
Replies: 5
Views: 4844

Support for other LED control APIs

TL;DR Add support to control LEDs on keyboards by other manufacturers via additional APIs. What ? There's a lot more RGB keyboards than just Razer out there. Unfortunately, keyboard/mouse LED control is still a very fragmented thing with every vendor rolling their own API, which means unless you se...
by roothorick
Sun Dec 24, 2017 5:17 am
Forum: Pending
Topic: [kovarex] [0.16.7] Triggering of x/hour achievements delayed
Replies: 3
Views: 901

Re: [0.16.7] Triggering of x/hour achievements delayed

TruePikachu wrote:Is this vanilla or modded?
I'm actually doing a vanilla run for achievement hunting.
by roothorick
Sat Dec 23, 2017 7:07 pm
Forum: Pending
Topic: [kovarex] [0.16.7] Triggering of x/hour achievements delayed
Replies: 3
Views: 901

[kovarex] [0.16.7] Triggering of x/hour achievements delayed

Iron Throne, Circuit Veteran, Computer Age et al These achievements will not trigger at the time the threshold is crossed; the game does not recognize them until the next time that save is loaded, and then all the "pending" production achievements trigger at once. If it matters, this is th...
by roothorick
Thu Dec 14, 2017 6:36 am
Forum: General discussion
Topic: d3d DLL and texture compression
Replies: 2
Views: 1127

d3d DLL and texture compression

This one caught my curiosity and I'd like to know details if possible. Doesn't Factorio use OpenGL for rendering on all platforms? Doesn't the GL host handle texture compression for you (i.e. specify compressed internal format to glTexImage)? What does d3dx9.dll have to do with anything? What happen...
by roothorick
Thu Aug 17, 2017 11:27 am
Forum: Gameplay Help
Topic: Question: Smart Trains
Replies: 8
Views: 2374

Re: Question: Smart Trains

When you enable a station then all trains ready to leave will leave. So the trick is to not have them ready to leave. Make the trains wait for a circuit signal and then add some circuit logic that compares how many trains are waiting, how many outpost can fill a train and accordingly send as many g...
by roothorick
Thu Aug 17, 2017 11:10 am
Forum: Gameplay Help
Topic: Question: Smart Trains
Replies: 8
Views: 2374

Re: Question: Smart Trains

In theory... run signal wires from each outpost back to the refinery. Have the trains waiting on a circuit condition to continue instead of hunting for the next stop. When an outpost has a load waiting, it not only enables its stop but also sends a signal to the refinery. The refinery then through a...
by roothorick
Thu Aug 17, 2017 5:32 am
Forum: Balancing
Topic: Why do roboports even have repair pack slots?
Replies: 38
Views: 13038

Re: Why do roboports even have repair pack slots?

My border wall spawns several km, Trump would be proud, by the time a bot travels to the supply station, grabs a repair pack and heads to the damaged part it often has been destroyed. If just one stack of packs is available at each roboport along the wall response time is almost instant. If you don...
by roothorick
Thu Aug 17, 2017 4:37 am
Forum: Ideas and Suggestions
Topic: Roboport: statistics for individual roboports
Replies: 1
Views: 726

Roboport: statistics for individual roboports

Simple and straightforward (I hope). Add two new outputs for the "Read robot statistics" mode: "Logistic bots parked here" and "Construction bots parked here", indicating the number of bots currently inside only the roboports attached to that circuit network.. After all...
by roothorick
Wed Aug 16, 2017 7:05 am
Forum: Balancing
Topic: Why do roboports even have repair pack slots?
Replies: 38
Views: 13038

Why do roboports even have repair pack slots?

It seems a little bizarre to me, to reserve repair packs for a slot that may or may not continue to have construction bots in it in the future, in one specific roboport... and then the bots will grab and use packs in a provider chest hot off the assembler, only to hide them in random roboports where...
by roothorick
Fri Dec 23, 2016 12:34 am
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 63643

Re: Friday Facts #169 - Combat revisit 2

First of all, turret creep probably shouldn't be outright prevented. As others have highlighted, it's part of the metagame in a number of RTSes, and in those, considered a perfectly viable strategy. It should be rebalanced , in line with the other combat changes, and still a viable strategy, just no...
by roothorick
Thu Nov 17, 2016 10:59 pm
Forum: Gameplay Help
Topic: Questions about spawn points and dealing with aliens.
Replies: 9
Views: 3628

Re: Questions about spawn points and dealing with aliens.

One: Efficiency modules. Efficiency modules everywhere. ESPECIALLY in your drills. They not only reduce energy consumption, but reduce the pollution produced by the building itself by the same factor (and mining drills pollute a LOT). Meanwhile, taking the load off your coal boilers not only reduces...
by roothorick
Thu Nov 17, 2016 8:39 pm
Forum: General discussion
Topic: Who is the player character?
Replies: 54
Views: 17732

Re: What's the player's name?

It's always been my impression that the game deliberately sets up a featureless protagonist, an ambiguous person in a suit that's strongly implied to be you personally. Put another way, there isn't actually a player character; the outfit in the center of the screen contains the player him/herself.
by roothorick
Thu Nov 17, 2016 5:18 pm
Forum: General discussion
Topic: No graphics card needed
Replies: 14
Views: 8204

Re: No graphics card needed

Factorio uses Allegro for rendering (among other things), which is unique in that it can fall back on doing all the graphics rendering internally; all it needs then is a surface to paint on. I'm mildly surprised that it still has that ability after all these years... PS: It's pretty common for Windo...
by roothorick
Fri Jun 03, 2016 6:59 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 79496

Re: Friday Facts #141 - Mod Portal

So, just to confirm: you want to lock people with pirated copies (who may become customers at some point or recommend/PR the game to their friends) out of using mod portal? What if some mod authors are willing to serve their mods via their direct links (e.g., .zip's from github) to them? Well, yes....
by roothorick
Fri Mar 04, 2016 11:22 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 203632

Re: Friday Facts #128 - Back down to earth

People are against the loader, nobody provides a reason why. "It's OP because I think it is." Please explain. To me it doesn't harm anything. Ultimately item flow is limited by crafting speeds of assembling machines, furnaces and miners. The challenge of the game is getting these things r...

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