Search found 61 matches

by BicycleEater
Sun Sep 19, 2021 1:17 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 67
Views: 8715

Re: Defence economy balance

... I have had those kinds of problems, but I tend to avoid them in a few ways: 1: have a secondary set of power poles on the route out to a remote base, close enough to the first that they interconnect, so that you can lose quite a few before it becomes problematic. 2: use artillery trains, not tu...
by BicycleEater
Sat Sep 18, 2021 7:05 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 67
Views: 8715

Re: Defence economy balance

Reading this thread has been interesting. One thing I think that has been overlooked with gun turrets vs lasers regarding outposts, is resilience. Laser turrets at an outpost are vulnerable to biters chewing on your poles, Ah, but you see, this problem only weighs in on the equation if you have the...
by BicycleEater
Sat Sep 18, 2021 6:44 pm
Forum: Modding help
Topic: Chunk edges visable after changing tiles in on_chunk_generated
Replies: 2
Views: 171

Re: Chunk edges visable after changing tiles in on_chunk_generated

Found the problem:
The deepwater tiles have

Code: Select all

    allowed_neighbors = { "water" }
so simply appending to that array in my data.lua worked fine
by BicycleEater
Thu Sep 16, 2021 9:56 pm
Forum: Modding help
Topic: Chunk edges visable after changing tiles in on_chunk_generated
Replies: 2
Views: 171

Chunk edges visable after changing tiles in on_chunk_generated

My mod changes the water tiles in a chunk to something else while generating certain chunks, but what it changes the water tiles into varies greatly based on what kind of water was generated there - I'm trying to create a dried out lakebed look by replacing it all with special tiles. The map generat...
by BicycleEater
Mon Aug 23, 2021 7:10 pm
Forum: Modding help
Topic: Using the global random number generator inside on_chunk_generated
Replies: 7
Views: 440

Re: Using the global random number generator inside on_chunk_generated

No, math.random is safe. However math.randomseed is a no-op, see the doc above. OK, thanks, that clears things up. The thing I was scared of was that the chunk loading could be done 'as and when', rather than in lock-step, meaning that client and server could differ in exact ordering, I kind of fig...
by BicycleEater
Sat Aug 21, 2021 5:33 pm
Forum: Modding help
Topic: Using the global random number generator inside on_chunk_generated
Replies: 7
Views: 440

Using the global random number generator inside on_chunk_generated

I have a mod which really wants to change things beyond the currently loaded chunks, but instantly loading a huge number of chunks is expensive and unnecessary. What I would really like to do is to do all the changes when each chunk loads, however my mod also uses a lot of rng in the big change-the-...
by BicycleEater
Wed Aug 11, 2021 12:10 pm
Forum: Won't implement
Topic: Add multithreading/parallelization options
Replies: 8
Views: 3191

Re: Add multithreading/parallelization options

Sorry to bump this, just wanted to make sure you really aren't going to implement it, in some form or another... I think the way I described it would be doable, but I don't know the internals of the game... (I would love this to be implemented, as I have said, my mod would really benefit from anythi...
by BicycleEater
Fri Jul 30, 2021 3:59 pm
Forum: Gameplay Help
Topic: Why do I have (need?) so many idle bots?
Replies: 5
Views: 873

Re: Why do I have (need?) so many idle bots?

My guess would be that in areas without enough bots, there is a backlog of things that need moving (all the buffers are empty), so if you keep adding bots until you have idle bots, you will find that when you do have idle bots, loads of them will suddenly be idle, as previously you were also finishi...
by BicycleEater
Fri Jul 30, 2021 1:52 pm
Forum: Won't implement
Topic: Add multithreading/parallelization options
Replies: 8
Views: 3191

Re: Add multithreading/parallelization options

I was mostly figuring that it would all happen at the same time as all the other lua activity - so instead of just waiting for the one lua thread to complete, you wait for all of them. This still allows ~8x more computation (on an 8 core machine) so long as the lua is the slowest part. This would al...
by BicycleEater
Thu Jul 29, 2021 8:56 pm
Forum: Won't implement
Topic: Add multithreading/parallelization options
Replies: 8
Views: 3191

Re: Add multithreading/parallelization options

That's the biggest nuke detonation for https://mods.factorio.com/mod/True-Nukes the megaton nuke has to load in loads of map, and damage loads of entities (like every entity there is), and change huge numbers of tiles. I also want it for the following ~30-40 mins of blast simulation (all at about 1-...
by BicycleEater
Thu Jul 29, 2021 4:48 pm
Forum: Won't implement
Topic: Add multithreading/parallelization options
Replies: 8
Views: 3191

Re: Add multithreading/parallelization options

OK, I know I'm digging this up from the grave, after 6 years, in a Won't implement post, but still, here goes: I would love if there was some (even basic) way of implementing multithreading in the lua code. Even if it is de-sync-city, it would allow for more aggressive mods, running more stuff in lu...
by BicycleEater
Thu Jul 15, 2021 6:48 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 65
Views: 6834

Re: What are the most impractical items in Factorio?

Just here to say, I really like the discharge defence - I pretty much always include it in any armour I use for combat (this is probably because I'm bad at combat or something). I find it makes an excellent backup for the point where I don't pay enough attention and get surrounded by like 15 behemot...
by BicycleEater
Sat Jul 10, 2021 8:22 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1480
Views: 254790

Re: Simple Questions and Short Answers

Enabling certain map overlays has quite drastic effects for me: All overlays disabled = 2ms total Electric Networks +1ms Recipe Icons +1.5ms Pollution +0.5ms (Even thought I have pollution disabled in map settings) As recipe icons was originally a debug option it's not too surprising that it's not ...
by BicycleEater
Fri Jul 09, 2021 3:14 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1480
Views: 254790

Re: Simple Questions and Short Answers

I don't know if such optimisations are in the game The map representation of each chunks is cached, there should be no "visiting of every entity every tick" - if there was that number would likely be orders of maginute larger than 50k. This can easily be seen when you kite a swarm of bite...
by BicycleEater
Fri Jul 09, 2021 1:18 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1480
Views: 254790

Re: Simple Questions and Short Answers

the "render" and "render preparation" thingy , they go from 1.4 and 2.1 ms to 6.9 and 12.4ms. That's clearly what is taking more time to process each tick. The "Render Preparation" actually goes from 2.1ms to 14ms - about 12ms slower, which accounts for almost the enti...
by BicycleEater
Tue Jul 06, 2021 12:33 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1480
Views: 254790

Re: Simple Questions and Short Answers

I am also far from an expert, but my guess would be that Factorio attempts to render everything in the map view - normally not a problem, but here, since the map is so zoomed out, and there are so many entities, attempting to render everything involves either visiting every entity, or at least paint...
by BicycleEater
Mon Jan 18, 2021 8:26 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 67
Views: 8715

Re: Defence economy balance

I think it's an anti combo, for the most part, flamers will destroy mines that weren't necessary to explode. On the same note, flamer will damage and eventually destroy any building other than wall and train track. So, the belts here, in addition to being unnecessary, will incur an additional cost....
by BicycleEater
Fri Jan 15, 2021 3:12 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 67
Views: 8715

Re: Defence economy balance

Well, what do you mean by optimal. If you optimize by upkeep cost, you would probably need humongous biters strong enough to survive 10 solid rows of laser turret for pure laser to no longer be viable. In any cases, in a mixed wall, you want the gun turret to be behind, even far behind. This sounds...
by BicycleEater
Thu Jan 14, 2021 10:18 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 67
Views: 8715

Re: Defence economy balance

I don't think biters should be a pain late game - I love artillery as much as the next person - but I still like the idea of defence being interesting, and it just isn't. It isn't a challenge - even when defending artillery bases with the sole purpose of annoying tons of enemies, it just isn't that ...
by BicycleEater
Thu Jan 14, 2021 4:54 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 67
Views: 8715

Re: Defence economy balance

TBH, I'm not really bothered by how powerful lasers are - maybe that was a bad way of phrasing it - I meant compared to gun turrets, which, even with upgrades, cannot overcome their inferior range and health, there are no upgrades for those (and that is fine, they would be pretty weird upgrades, I j...

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