Search found 92 matches
- 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 ...
- 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.
- 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...
- 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...
- 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.
- 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...
- 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
I'm actually doing a vanilla run for achievement hunting.TruePikachu wrote:Is this vanilla or modded?
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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....
- 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...