Search found 44 matches

by Eketek
Tue Feb 09, 2021 2:30 pm
Forum: Off topic
Topic: Songs to Factorioize by
Replies: 49
Views: 34612

Re: Songs to Factorioize by

I like the algorithmic music from my open-source browser-based 3d puzzle game:
https://eketek.github.io/orthot/
by Eketek
Thu Feb 04, 2021 6:28 am
Forum: General discussion
Topic: The thing that bothers me since game start
Replies: 28
Views: 3460

Re: The thing that bothers me since game start

What bothers me is the absurd difficulty of setting up nuclear reactors. It ought to be as easy as cake - Drop load of high-enriched uranium into a chest with a tank of water next to it, then walk away and think no more about it. Just like it would work in real life. But... that's not the way it wo...
by Eketek
Mon Jan 25, 2021 2:41 am
Forum: General discussion
Topic: The thing that bothers me since game start
Replies: 28
Views: 3460

Re: The thing that bothers me since game start

What bothers me is the absurd difficulty of setting up nuclear reactors. It ought to be as easy as cake - Drop load of high-enriched uranium into a chest with a tank of water next to it, then walk away and think no more about it. Just like it would work in real life.
by Eketek
Fri Jan 15, 2021 1:07 pm
Forum: Ideas and Suggestions
Topic: Cloning as massive UPS improvement (Factory-Streets)
Replies: 49
Views: 2476

Re: Cloning as massive UPS improvement (Factory-Streets)

I would also like to know what problem this would solve. Basically the idea is that a *script would monitor the inputs and outputs of all child blocks, and it would run the parent block while all inputs have material available and all outputs have open space, and pause it at all other times. The pa...
by Eketek
Tue Jan 12, 2021 11:50 pm
Forum: Ideas and Suggestions
Topic: Cloning as massive UPS improvement (Factory-Streets)
Replies: 49
Views: 2476

Re: Cloning as massive UPS improvement (Factory-Streets)

I think a decent way to support this would be to allow simulation ticks to be processed per-surface, independly of other surfaces, and managed through the modding interface. ( think ScriptManagedSurface.tick() ) Optionally include the ability for mods to determine what gets updated during a tick (ma...
by Eketek
Tue Jan 05, 2021 10:48 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 219
Views: 14281

Re: Optimization idea: abstraction

I have an idea for a mechanism which could feasibly be used to make parts of the factory virtualizeable. Also seems like it would fit into the game reasonably well and has additional uses in general gameplay. Concept: Synchronized Factory Blocks A synchronized factory block would be an arbitrary col...
by Eketek
Sun Dec 27, 2020 7:50 pm
Forum: General discussion
Topic: Mods...
Replies: 11
Views: 1189

Re: Mods...

When I consider the question, I come up with a simple solution and a complex solution. The simple solution is to set up an updater/launcher/configuration program which maintains multiple versions of Factorio (and which would load and run whichever version is requested by the mods/modpack). The compl...
by Eketek
Thu May 28, 2020 9:15 pm
Forum: Angels Mods
Topic: 1-to-N sorting of ores: Is there any hope?
Replies: 12
Views: 1583

Re: 1-to-N sorting of ores: Is there any hope?

The most fun way I can think of to balance it would be to significantly raise the efficiency of 1-N sorting and provide a set of alternate ore generators which consume manufactured products/intermediates instead of raw resources - preferably products which are predominately made of one metal but als...
by Eketek
Mon May 18, 2020 5:28 pm
Forum: Show your Creations
Topic: Train Death Prompted circuit solution :) (Level Crossing Warning Lights)
Replies: 23
Views: 2636

Re: Train Death Prompted circuit solution :) (Level Crossing Warning Lights)

Trains are really just thinly disguised biters. If you really want train-safety, wall off all of your tracks, set up gated crossing points, and wire up all of your train stops to disable the moment you enter a crossing point anywhere in your system.
by Eketek
Fri May 15, 2020 9:04 pm
Forum: Ideas and Requests For Mods
Topic: Mod idea: Caketorio. Like Factorio but recipes are food recipes.
Replies: 7
Views: 783

Re: Mod idea: Caketorio. Like Factorio but recipes are food recipes.

You got my vote but only if you can bake cupcakes. You probably don't want to belt those. 1 Dough and 1 frosting makes a dozen cupcakes. The Industry-Standard Solution is to [individually] place each cupcake into a wrapper, then load wrapped cupcakes onto trays, then load the trays into racks, then...
by Eketek
Mon May 11, 2020 9:06 pm
Forum: Ideas and Requests For Mods
Topic: Mod Idea: Train propulsion by linear induction motor
Replies: 2
Views: 288

Re: Mod Idea: Train propulsion by linear induction motor

I thought a bit more about how it can work. I think it would work reasonably well to use rail stops and train signals as anchor points for launch track. The next rail signal could be used to determine whether the train should accelerate or decelerate (green/yellow/blue -> accelerate, red -> attempt ...
by Eketek
Mon May 11, 2020 7:35 am
Forum: Ideas and Requests For Mods
Topic: Mod Idea: Train propulsion by linear induction motor
Replies: 2
Views: 288

Mod Idea: Train propulsion by linear induction motor

The general idea is to add a new type of locomotive that use rapidly accelerates or decelerates on launch tracks and passively coasts along on regular track. This would allow trains to get in and out of stations & busy junctions much more quickly, make railroads substantially more complex & ...
by Eketek
Fri May 08, 2020 4:19 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 219
Views: 14281

Re: Optimization idea: abstraction

Seems to me that the there are a few potential optimizations closely related to the topic which might be a bit more realistic for common cases: There may be performance to gain simply by identifying factory modules which are isolated from the rest of the factory and processing them separately from t...
by Eketek
Tue May 05, 2020 4:19 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 18294

Re: Request: Max number of trains for stations

It seems to me that the train-with-no-destination problem can be resolved by allowing trains to go to a depot when there are no valid/reachable stops on its schedule. Or even better: Conditional train stops, with 'next mandatory stop is disabled/unavailable' as one of the conditions which would caus...
by Eketek
Fri May 03, 2019 7:12 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 24760

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

I am not opposed to breaking mods -- but I do think that it would be nice if mod-breakage could be tracked (at least on the level of mod + required dependencies), such that mods that break (either raising an exception during load or referencing a renamed vanilla entity) in a pending update (not yet ...
by Eketek
Wed May 01, 2019 6:44 am
Forum: Gameplay Help
Topic: What consumes UPS?
Replies: 18
Views: 1976

Re: What consumes UPS?

What is UPS unfriendly with large warehouses is that every time an inserter wants to ... insert something in a container, it has to cycle through all the slots to see it there is room in that slot for the given item. The source with a lot of details here : https://forums.factorio.com/viewtopic.php?...
by Eketek
Tue Apr 30, 2019 1:19 am
Forum: Ideas and Requests For Mods
Topic: Thinking about improving my Routing / Logistics mod
Replies: 4
Views: 608

Re: Thinking about improving my Routing / Logistics mod

Short-distance item teleportation is intended to make the routing system accessible (I would really prefer it be comparable in difficulty to a bot-based logistics setup) and cut down on the logistic hub footprint a bit. Not having the teleportation is what drove a lot of the difficulty in the previo...
by Eketek
Tue Apr 30, 2019 12:10 am
Forum: Ideas and Requests For Mods
Topic: Thinking about improving my Routing / Logistics mod
Replies: 4
Views: 608

Re: Thinking about improving my Routing / Logistics mod

Over the past couple days, I went from thinking about it to starting development (because I want the new mod more than I want the ideas to merely be floated). The mod (both the previous one and the planned one) is pretty abstract (and a lot of it is in the 'coherent only in my head' phase), so I'll ...
by Eketek
Wed Apr 24, 2019 11:13 pm
Forum: Ideas and Requests For Mods
Topic: Thinking about improving my Routing / Logistics mod
Replies: 4
Views: 608

Thinking about improving my Routing / Logistics mod

Some time ago, I put together a mod that can be used to route items across a complex network of belts & inserters (general logistics for bot haters). It works off of circuit-network signals (inputs are signals repeesenting network topology, supplied items, requested items, and processing trigger...
by Eketek
Sat Apr 20, 2019 5:17 pm
Forum: General discussion
Topic: Finding myself not playing because of dreary atmosphere
Replies: 8
Views: 1281

Re: Finding myself not playing because of dreary atmosphere

I also noticed this, though I tend to be a bit more bothered by graphical inconsistency between things from the base game and things added by mods. I think that it would be nice to have a mod which completely replaces the base game graphics with something simple/minimalist which emphasizes colors an...

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