Search found 294 matches
- Thu May 14, 2020 9:44 am
- Forum: Ideas and Suggestions
- Topic: Canonical web resource of versions
- Replies: 16
- Views: 4095
Re: Canonical web resource of versions
Very much a last resort though as websites generally expect to be able to change the document structure freely, and even if they did care, hard to tell what will or won't break various parser cases. Fully parsing HTML can be a bit of a pain since it is not valid XML, doable though, or a regex on the...
- Tue May 12, 2020 10:41 am
- Forum: Ideas and Suggestions
- Topic: A change in the dynamic .Adding personnel .
- Replies: 3
- Views: 1271
Re: A change in the dynamic .Adding personnel .
That is a bunch of separate changes there. I actually prototyped some similar things for my own interest. A lot of it seemed doable, although a lot of work, probably a team thing. The big problem I had with some similar stuff is performance, trying to control a lot of entities to do something differ...
- Mon May 11, 2020 1:19 pm
- Forum: General discussion
- Topic: Meaningful Content Update
- Replies: 85
- Views: 27652
Re: Meaningful Content Update
I too am of the opinion, that they definitely should not add any more biters before 1.0.0... But the absence of biter mods needing 3D modeling and rigging skills is definitely not a good indicater for the absence of players wanting them. Whether or not someone makes a biter mod introducing new unit...
- Mon May 11, 2020 1:08 pm
- Forum: Ideas and Suggestions
- Topic: Usage of mods should be concreted as an intended way to play
- Replies: 3
- Views: 1318
Re: Usage of mods should be concreted as an intended way to play
I am happy with Steam achievements being locked as vanilla, I actually wouldn't mind the devs making some of them even more strict (e.g. default or harder settings. Saying can't be peaceful mode but can effectively ignore biters by adjusting other settings feels like an exploit to me). If people wan...
- Sun May 10, 2020 1:38 pm
- Forum: Balancing
- Topic: Belt layout affects transport speed
- Replies: 6
- Views: 2974
Re: Belt layout affects transport speed
This doesn't apply here, Factorio world being structured in tiles, the setup is more like this : Yes, but there are two lanes on the belt, and on corners the distance is not equal, and they are not completely "square", so counting the number of tiles is not exactly right. If the items fol...
- Sat May 09, 2020 2:20 pm
- Forum: Gameplay Help
- Topic: Hello there, newbie here
- Replies: 4
- Views: 1218
Re: Hello there, newbie here
--> Belt carrying copper, iron, stone, Intermediate products and so... at the same time... HELL NO. Yes, as mentioned it is usually best avoided when transporting things around. Basic transport belts are cheap, just run two different belts even if neither is "full". But often I will merge...
- Fri May 08, 2020 12:54 am
- Forum: Gameplay Help
- Topic: Filter Stack +combinator
- Replies: 10
- Views: 2539
Re: Filter Stack +combinator
Alternatively on your needs, it might be an option to use the basic filter inserter as each can take 5 filters rather than just one. t.png Otherwise the large offset trick is useful in ways such as this since "add" by joining outputs is the only form of "each = each op each" avai...
- Thu Feb 20, 2020 4:25 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 204781
Re: Parrallel processing in games & applications
That sounds like a lot of complexity. array prefetch will mean you end up blasting through the list at memory bandwidth speed instead of cache miss latency speeds. Can't speak for Factorio's specific case, nor have I really thought about how it is specifically coded. But in many other cases when giv...
- Mon Feb 17, 2020 1:35 pm
- Forum: Gameplay Help
- Topic: Gun Collision Boxes
- Replies: 7
- Views: 1618
Re: Gun Collision Boxes
Which mod is that, or something you are making yourself?
You shouldn't collide with any dropped/world item, but maybe they are made into structures or something for some reason?
Are you sure it is the gun you are colliding with and not that wooden "table"?
You shouldn't collide with any dropped/world item, but maybe they are made into structures or something for some reason?
Are you sure it is the gun you are colliding with and not that wooden "table"?
- Fri Feb 14, 2020 2:06 pm
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 12281
Re: Why does the train crash?
The problem is with track as posted in the blog though. The games signal model can't handle this perfectly, at best they could add like a checkbox option but that is a lot of complexity. In real life signalling is based on the path the train will take (and need to switch the points as such in advanc...
- Fri Feb 14, 2020 11:08 am
- Forum: Gameplay Help
- Topic: End Games Train Loading and Unloading
- Replies: 11
- Views: 4166
Re: End Games Train Loading and Unloading
Circuit controlled signals that are red have a high penalty for the train path finding so trains will turn around and find some cheaper station once enough trains have entered each branch. How many trains you talking about there? I always found anything that causes "will turn around"/&quo...
- Thu Feb 06, 2020 11:51 pm
- Forum: Gameplay Help
- Topic: Desert Seed
- Replies: 6
- Views: 9225
Re: Desert Seed
What map settings? On most maps I just aggressively expand to out pace the biters. Automate ammo and turret production pretty much along with the green science setup, then on really hard settings push for AP ammo ASAP. Especially with expensive recipes AP ammo can be a bit of a resource sink so keep...
- Thu Feb 06, 2020 5:15 pm
- Forum: Gameplay Help
- Topic: End Games Train Loading and Unloading
- Replies: 11
- Views: 4166
Re: End Games Train Loading and Unloading
I never got multiple mines (or high volume intermediate products) with a shared name to work as well as dedicated routes. More trains than are needed will try and head towards one mine then cause extra congestion when they all decide to head to the next one. Without a "only X inbound trains all...
- Thu Jul 18, 2019 10:17 pm
- Forum: Gameplay Help
- Topic: Automatic insertion of robots
- Replies: 21
- Views: 10242
Re: Automatic insertion of robots
- they definitely are returning deconstructed material to the chest already holding the same item. Which makes placing a chest at each roboport rather useless, as they won't be used anytime soon. For large construction jobs (deleting forests, old bases, etc. or building concrete, solar farms, etc.)...
- Wed Jul 17, 2019 11:28 am
- Forum: Gameplay Help
- Topic: Automatic insertion of robots
- Replies: 21
- Views: 10242
Re: Automatic insertion of robots
Intresting. I was using my robot on the very oppsite edge of my base as where the robot factory is. However, the roboport at the factory was filled up with robots, but none of them moved out for work. I'm pretty sure there is a logistic network connection. But then, it might have been a local bank ...
- Tue Jul 16, 2019 11:03 pm
- Forum: Gameplay Help
- Topic: Automatic insertion of robots
- Replies: 21
- Views: 10242
Re: Automatic insertion of robots
I prefer to set the number of desired bots with a constant combinator. Read the bots from a roboport. Then use decider combinators to compare against what you want. And activate an inserter from a chest into a roboport (one each for logistics and construction bots). When the robots are in demand th...
- Tue Jul 16, 2019 4:49 pm
- Forum: Gameplay Help
- Topic: Automatic insertion of robots
- Replies: 21
- Views: 10242
Re: Automatic insertion of robots
There is no need to add robots to each roboport. they will move around the network by themselves, and dock/park at whichever is nearest when idle. You can use the circuit output of a roboport within the network connected to an inserter with a condition to regulate the total number of construction an...
- Wed Mar 27, 2019 4:01 pm
- Forum: Ideas and Suggestions
- Topic: New bots type, mining
- Replies: 4
- Views: 942
Re: New bots type, mining
Trees do not grow back, so not much need for automated clearing.
Also as a resource not very useful, maybe if could at least make a little solid fuel. Normally just end up storing the stuff until get fed up with it and then discard.
Also as a resource not very useful, maybe if could at least make a little solid fuel. Normally just end up storing the stuff until get fed up with it and then discard.
- Wed Mar 27, 2019 3:03 pm
- Forum: Gameplay Help
- Topic: What is the train's damage collision formula ?
- Replies: 4
- Views: 3370
Re: What is the train's damage collision formula ?
I think you will have to experiment. You can find the "locomotive" data in Factorio/data/base/prototypes/entity/entities.lua. As well as "weight", speed, etc. as mentioned, there is a "energy_per_hit_point = 5" that I am not sure on the purpose of. These are also presen...
- Tue Mar 26, 2019 6:04 pm
- Forum: General discussion
- Topic: Complete oil processing - conditions
- Replies: 17
- Views: 8205
Re: Complete oil processing - conditions
Heavy Oil to Solid Fuel: Heavy > 23k You are slightly better off converting heavy oil to light, and then solid fuel in terms of resource usage. You need 20 heavy oil to get one solid, and 10 light oil. 40 heavy oil can be cracked into 30 light oil, so 80 heavy oil gives 60 light and that is 6 solid...