after seeing the way you make bases I'm expecting you to make your own version
You have a good point, but I don't plan to participate in this, the peak has already been achieved.
after seeing the way you make bases I'm expecting you to make your own version
You have a good point, but I don't plan to participate in this, the peak has already been achieved.
This is where the circle closes, the one extreme (f*cking awesome) meets the other extreme (mentally disabled).
The circle is closed and universe is now in balance.
I approve this.
This video made me from "yeah nuclear artillery isn't a good idea" to being militantly sure about that. XD
Yeah that's where all the insanity starts... :d
Very nice!
Haha, that's a nice solution. I just stamped down a lot of accumulators but this is a good idea.
Read moreThe only time there is no hope is when you've backed yourself so far into a corner that you are literally incapable of stopping biters munching on you and your factory.
In all other situations, you're building the starter base which will provide materials for your intermediate base, which in turn will allow you to build your megabase.
Restarting is a trap - there are so many posts here from so many people who have identified that they've created a powerful habit of always restarting at around the same stage of the game, and therefore never progress beyond it.
Unless biters are eating your things faster than you can make them, you're able to push through these humps.
You're doing fine, keep going!
For inspiration, here's some of my 6 science spaghetti - and also note that /u/V453000 (one of Factorio's devs) is ...
Spaghet 4 Lyfe
I’m waiting for that comparison by a decent reviewer. I want to see what that 5800x is like vs the 5900x. Like you say, the 5800 could get better gaming performance. There are some slight differences though with inter core latency and inter chilplet latency. The chiplets go through the io die. Where as the current zen chips also have inter ccx latency. So they have eliminated the ccx latency but regardless of whether you have 1 or 2 chiplets they still go through the IO die. So they could be the same performance. Will just have to wait and see.
The problem is that factorio is very specific and the memory differences could play a bigger role than in generic other tests. So having a factorio user make a benchmark with factorio specifically is best info you could get
IT'S FINE, just keep adding more tanks. :>
So we decided that even if the limit is changed, any trains with a reservation will still go there.
I like the sound of this decision. I already had a circuit based system that would do most of this, but one problem I had with it is that when rates were such that it would ping back and forth across requesting a train, turning the station on and off and confusing other trains.
Yeah, it's really good.
The devs: well f**k, what do we do about this?
The devs: You bitches wanted a meme to come alive, but can't handle it when it's too funny?
<3
Those mixed up belts were some serious gore. XD
Looks like heresy to me!
- Nobody touches my sh*t.
- No need to organize or wait for somebody, if I have some minutes, I can play.
- I can dare to do wild, creative solutions that would be hated on by others.
- Building completely mental spaghet that only I can orientate in isn't very comfortable for others.
- Nobody touches my sh*t.
It’s a nickname of a person :))
In one of your Friday Facts, you showed how you use Blender to create sprites. When the blender updated to 2.8 how did that affect the process for creating new sprites?
Hi, it simply didn’t as we haven’t adopted 2.8 yet even now.
This was for many reasons, but the main ones:
- the initial versions of 2.8 did not support all of the features we really need (mostly stuff related to how we render things, so incompleteness of the new view layer system in compare to renderlayers from 2.79). I believe this is feature complete in latest versions.
- we have a significant amount of scripts we use for quite a few things, from generating render compositor nodes with standardized output paths from a list of renderlayers, including parsing some keywords to identify for example AO, height and shadow passes, through rendering scripts that handle all kinds of things like disabling some renderlayers so only the animated parts render all frames of the animation, disabling lights, rendering from all scenes in a blend file and/or multiple blendfiles, swapping materials (blender does not have exclude/include list for material override in renderl...
Read moreUsed to shrink a lot more. The standalone pipe would look too weird if it was shorter, and making the endings longer is a bit too much work to justify for this.
This isn't even the final form, I think a later attempt managed to get 1200 tiles of stretch...
Honestly, it's hilarious to see and you need to be trying, it's not a problem at all.
Yeah
Are there any concept art or different iteration of the current Spidertron ?
Not really anything worth showing. I have some extremely basic sketches somewhere I don't even know where, but generally similar to what is the final result. There was not much time for iteration.
So we invented a system of stretchable & non-stretchable parts with posila.
Now I feel bad about trying to break it (with other players) less than a day after release...
Eh, don't care too much, especially seeing how hard you were trying to achieve that. :) There's less-hard-trying cases around, but I wouldn't be too worried about those. Now of course I wouldn't by no means claim that the graphics work fine for those extreme stretchings, but it's not completely disattached or other kinds of broken either...