Search found 22 matches
- Tue Nov 23, 2021 9:14 am
- Forum: Mod portal Discussion
- Topic: Reducing the number of categories
- Replies: 19
- Views: 6607
Re: Reducing the number of categories
ambiguity (Balancing, Environment) Even though balancing can mean many things, there are still key elements that take place in them, which often can be handled using tags: Infinite resources is a balance aspect, just like removing it on oil. These are very clear balance changes. Adjusting biter dam...
- Wed Nov 10, 2021 10:52 am
- Forum: Ideas and Suggestions
- Topic: Decrease output of miners on infinite ores
- Replies: 4
- Views: 1318
Re: Decrease output of miners on infinite ores
The mod you specified as far as i know allows you to set the upper and lower boundary. And over time even causes depletion (although for my preference far too slow to realy influence the balance compared to a mod without depletion, hence i moved back to a mod with static value). Before starting a ga...
- Tue Nov 02, 2021 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Small amounts of fluids should be pushed out or destroyed by other fluids
- Replies: 28
- Views: 6125
Re: Small amounts of fluids should be pushed out or destroyed by other fluids
If im right a system of pipes is handled as if it is a single object with each exit/entry point having a seperate tracking point, and values are equaly spreaded out acros those mid sections. And the issue is that while a pipe section might show 0.333333, the system itself might have 5 entire units. ...
- Thu Oct 28, 2021 4:57 pm
- Forum: Ideas and Suggestions
- Topic: Make production graphs cleaner
- Replies: 23
- Views: 3428
Re: Smooth graph in electrical network info and production statistics
You aren't. You don't add up all the data points that go into each pixel. Instead it's a sliding window. As the graph advances the data point from "T-N" is subtracted and the data point for "T" is added. All the data points in between are carried over. Even for keyframes, it has...
- Mon Oct 25, 2021 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Make production graphs cleaner
- Replies: 23
- Views: 3428
Re: Smooth graph in electrical network info and production statistics
A) Factorio is not though for that, far beyond of what’s needed in vanilla. The only issue i see is that for long durations, rather than taking a static point, you are going to take a bigger set of data to calculate, which adds load. But even here you can use keyframes for statistics. Each keyframe...
- Thu Oct 21, 2021 1:10 pm
- Forum: Not a bug
- Topic: [1.1.42] Wrong Raw Ingredients for non-heavy-oil products in chemical plant
- Replies: 6
- Views: 2093
Re: [1.1.42] Wrong Raw Ingredients for non-heavy-oil products in chemical plant
Heavy oil, light oil and petrolium gas have several extra issues regarding calculating raw values, because there are multiple ways to produce it. Most resources that are shown have only 1 way to produce those, so values are static in calculation. But with oil resources it varies a lot whether you us...
- Thu Oct 21, 2021 8:34 am
- Forum: Ideas and Suggestions
- Topic: Idea for upgrade planner
- Replies: 3
- Views: 1270
Re: Idea for upgrade planner
Im guessing he basicly means disassembling and taking it back to the ghost/blueprinted state.
But i think that this is going to simply create a conflict in which the bots will instantly try to rebuild. Which to me would be a reason to be against it.
But i think that this is going to simply create a conflict in which the bots will instantly try to rebuild. Which to me would be a reason to be against it.
- Wed Oct 20, 2021 9:50 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 38984
Re: What are the most impractical items in Factorio?
Efficiency 2 and 3 are useless as final products, yes. But needed as an ingredient in power armour and spiders respectively. Note that power increases from other modules can be negated by those again. Which especialy with productivity modules can actualy generate extra parts without using extra ene...
- Wed Oct 20, 2021 9:47 am
- Forum: Won't fix.
- Topic: [1.1.42] Windows 10 emoji keyboard inserts invalid characters into the console
- Replies: 1
- Views: 1450
Re: [1.1.42] Windows 10 emoji keyboard inserts invalid characters into the console
It is quite common for games to not contain all the characters of unicode (unicode has a huge number of characters which can take quite some diskspace). And in the case of emoji's. i dont think its that much of a problem as those do contain a lot of hidden characters with them that make this signifi...
- Sat Oct 16, 2021 4:49 pm
- Forum: Ideas and Suggestions
- Topic: New train schedule setting: Skippable train stop
- Replies: 6
- Views: 2689
Re: New train schedule setting: Skippable train stop
When using limits on train stops. Trains might often not be able to go to the destination. This means you often need to make a park where the trains can wait for a free spot to deliver resources. If they can't go to the destionation then they will remain at their last stop. That already is their pa...
- Fri Oct 15, 2021 5:24 pm
- Forum: Ideas and Suggestions
- Topic: New train schedule setting: Skippable train stop
- Replies: 6
- Views: 2689
New train schedule setting: Skippable train stop
TL;DR An option at a train that allows it to skip a train stop and instantly path to the next one (it wont try to pass the train stop at all). What ? Normaly when you set a schedule, you want to describe the stops it can go to. When using limits on train stops. Trains might often not be able to go ...
- Mon Oct 11, 2021 10:07 am
- Forum: Ideas and Suggestions
- Topic: Mod quality & performance stats
- Replies: 19
- Views: 4661
Re: Mod quality & performance stats
All that being said, I don't think many people would activate the option themselves. It would usualy get activated when players run into trouble, which is exactly the moment when this info would be welcome. For those who never run into issues, there is no need to activate it as to them the mod work...
- Fri Oct 08, 2021 1:54 pm
- Forum: Ideas and Suggestions
- Topic: Add double headed train stops
- Replies: 29
- Views: 7609
Re: Add double headed train stops
So basicly instead of it actualy being trainstops, you effectively want to have named signals so you can force routes of trains more accurately? A new structure for this could indeed help. I still think bidirectional stops are a bad idea. But on that, could it help if the train stops also show the i...
- Fri Oct 08, 2021 11:15 am
- Forum: Ideas and Suggestions
- Topic: Add double headed train stops
- Replies: 29
- Views: 7609
Re: Add double headed train stops
The thing is, both trainstops generaly provide diffirent purposes as depending on direction, the train stops at a diffirent side. Even with a double stop, you need to know which side the train needs to stop at. So you still end up with 2 diffirent stops. And they idealy should get 2 diffirent names ...
- Wed Oct 06, 2021 9:39 am
- Forum: General discussion
- Topic: Why aren't there defense bots?
- Replies: 14
- Views: 5500
Re: Why aren't there defense bots?
Defense bots to me are probably going to suffer from a delayed deployment, in which the attack is most likely already destroyed before they reach the defense. But on that, they can act as a very good second line of defense in case the defense is about to get overrun, or to counter spitters which can...
- Wed Oct 06, 2021 9:21 am
- Forum: General discussion
- Topic: Using the graphics card to help the CPU out…
- Replies: 40
- Views: 18504
Re: Using the graphics card to help the CPU out…
You can use the "as if" principal there. You behave as if there were no lag and calculate the lag or latency away. You can timestamp actions with sub tick accuracy and factor them into the simulation even after the fact. So if the player hits "W" mid frame calculations you regis...
- Tue Oct 05, 2021 3:14 pm
- Forum: General discussion
- Topic: Using the graphics card to help the CPU out…
- Replies: 40
- Views: 18504
Re: Using the graphics card to help the CPU out…
And players noticed. That's why the game now has a bunch of predictive and latency hiding code. All lag should be 0 frames. Most games have 2 or more frames. That's why people say you need to play at 120fps or more in many action games. Even though the monitor probably only has 60Hz you still benef...
- Tue Oct 05, 2021 2:52 pm
- Forum: Ideas and Requests For Mods
- Topic: [Plea] Can some creator make simple Nuclear Power mod
- Replies: 5
- Views: 2166
Re: [Plea] Can some creator make simple Nuclear Power mod
To make nuclear easier. A few thing to consider is that you want to consume less u235 than you are producing. And because of randomness, this is unreliable. And thats why you early game, unless you know what you are doing, you should avoid it. The kovarex process however ensures a steady flow of u23...
- Tue Oct 05, 2021 11:46 am
- Forum: General discussion
- Topic: Using the graphics card to help the CPU out…
- Replies: 40
- Views: 18504
Re: Using the graphics card to help the CPU out…
That said, if your bots are off by just one pixel and then jump to the right spot always at the same distance from the goal that becomes noticeable. Since it's totally uneccessary the idea is bad. No, the animation is off by 1 frame, and just delays its rendering by 1 frame. You dont see any warpin...
- Mon Oct 04, 2021 9:39 pm
- Forum: General discussion
- Topic: Using the graphics card to help the CPU out…
- Replies: 40
- Views: 18504
Re: Using the graphics card to help the CPU out…
Any case like that you don't calculate at all every tick. You simply record the start time and speed and if anything needs the current state it's calculated straight from that. And that remains frame accurate. For machines this can be done, because you generaly only need the accurate state when you...