Search found 52 matches

by BicycleEater
Thu Jul 29, 2021 8:56 pm
Forum: Won't implement
Topic: Add multithreading/parallelization options
Replies: 6
Views: 2690

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: 6
Views: 2690

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: 21
Views: 1048

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: 1469
Views: 226539

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: 1469
Views: 226539

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: 1469
Views: 226539

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: 1469
Views: 226539

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: 60
Views: 6152

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: 60
Views: 6152

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: 60
Views: 6152

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: 60
Views: 6152

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...
by BicycleEater
Thu Jan 14, 2021 2:25 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 60
Views: 6152

Re: Defence economy balance

OK, you must have a very different experiance of defence to me. I tend to find that laser turrets almost never have a significant effect on power consumption - maybe because I tend to get them relatively late game. I find nuclear isn't that hard to set up. It makes a good mid game goal though, so I ...
by BicycleEater
Thu Jan 14, 2021 12:12 am
Forum: Balancing
Topic: Defence economy balance
Replies: 60
Views: 6152

Re: Defence economy balance

I usually play in default, so I can't say much about deathworld, but I always felt that laser turrets are too powerful, considering how easy they are to set up. Sure they have an upfront cost, but even a relatively small section of factory making them makes more than enough. I would like to see an e...
by BicycleEater
Wed Jan 13, 2021 9:36 pm
Forum: Ideas and Requests For Mods
Topic: logistics filter to a railway carriage
Replies: 7
Views: 543

Re: logistics filter to a railway carriage

Fair point, I have had that and it is a pain.
Another base game solution might be to use blueprints to copy the train carriages once they have filters, then you only need to do it once - potentially keep a blueprint library of filtered trains.
by BicycleEater
Wed Jan 13, 2021 5:33 pm
Forum: This Forum
Topic: Quote accuracy
Replies: 11
Views: 992

Re: Quote accuracy

Fine. I guess I am just too used to less friendly areas of the internet, where I would expect everything to disintegrate into chaos - doing fake quotes of admins, using deleted messages as a way of making it look legit, seeing if you can get people banned for hate speach, etc. But the moderators are...
by BicycleEater
Wed Jan 13, 2021 3:24 pm
Forum: This Forum
Topic: Quote accuracy
Replies: 11
Views: 992

Re: Quote accuracy

there is a little arrow like this one => ^ juste afer the word "wrote" introducing the quotation. It should link toward the quoted post. If not you can always claim the quotation is fallacious, and the link allow to verify the context and the accuracy of the quote. nothing prevent anyone ...
by BicycleEater
Wed Jan 13, 2021 12:10 am
Forum: This Forum
Topic: Quote accuracy
Replies: 11
Views: 992

Re: Quote accuracy

OK, cool.
TBH I was just as much experimenting with what would happen if I corrupted a quote like that.
by BicycleEater
Wed Jan 13, 2021 12:06 am
Forum: This Forum
Topic: Quote accuracy
Replies: 11
Views: 992

Quote accuracy

Not sure this should be here or in suggestions, but: Why is there no check for whether what you have quoted is actually what was posted, or a way of approving quotes of yourself - There is nothing stopping me just changing what someone said in a quote of that person: This was just chosen at random -...
by BicycleEater
Tue Jan 12, 2021 11:16 pm
Forum: Ideas and Requests For Mods
Topic: [Request] A clean nuclear explosion site
Replies: 6
Views: 524

Re: [Request] A clean nuclear explosion site

Your code assumes that the crater is the one making the effect, it is actually the ground tile changes, so the code should be: table.remove (data.raw.projectile["atomic-rocket"].action.action_delivery.target_effects, 11) table.remove (data.raw.projectile["atomic-rocket"].action.a...
by BicycleEater
Tue Jan 12, 2021 11:12 pm
Forum: Ideas and Requests For Mods
Topic: logistics filter to a railway carriage
Replies: 7
Views: 543

Re: logistics filter to a railway carriage

You can do this in base game, just on a slot-by-slot basis, can't you?
Just middle click on the relevant slot, and a menu comes up (this is from memory, but I have had filtered trains before).

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