Search found 22 matches

by UkcsAlias
Tue Nov 23, 2021 9:14 am
Forum: Mod portal Discussion
Topic: Reducing the number of categories
Replies: 10
Views: 1096

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...
by UkcsAlias
Wed Nov 10, 2021 10:52 am
Forum: Ideas and Suggestions
Topic: Decrease output of miners on infinite ores
Replies: 4
Views: 387

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...
by UkcsAlias
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: 2052

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. ...
by UkcsAlias
Thu Oct 28, 2021 4:57 pm
Forum: Ideas and Suggestions
Topic: Smooth graph in electrical network info and production statistics
Replies: 12
Views: 831

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...
by UkcsAlias
Mon Oct 25, 2021 5:44 pm
Forum: Ideas and Suggestions
Topic: Smooth graph in electrical network info and production statistics
Replies: 12
Views: 831

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...
by UkcsAlias
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: 798

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...
by UkcsAlias
Thu Oct 21, 2021 8:34 am
Forum: Ideas and Suggestions
Topic: Idea for upgrade planner
Replies: 3
Views: 380

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.
by UkcsAlias
Wed Oct 20, 2021 9:50 am
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 88
Views: 15668

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...
by UkcsAlias
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: 478

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...
by UkcsAlias
Sat Oct 16, 2021 4:49 pm
Forum: Ideas and Suggestions
Topic: New train schedule setting: Skippable train stop
Replies: 6
Views: 781

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...
by UkcsAlias
Fri Oct 15, 2021 5:24 pm
Forum: Ideas and Suggestions
Topic: New train schedule setting: Skippable train stop
Replies: 6
Views: 781

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 ...
by UkcsAlias
Mon Oct 11, 2021 10:07 am
Forum: Ideas and Suggestions
Topic: Mod quality & performance stats
Replies: 19
Views: 1594

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...
by UkcsAlias
Fri Oct 08, 2021 1:54 pm
Forum: Ideas and Suggestions
Topic: Add double headed train stops
Replies: 29
Views: 2022

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...
by UkcsAlias
Fri Oct 08, 2021 11:15 am
Forum: Ideas and Suggestions
Topic: Add double headed train stops
Replies: 29
Views: 2022

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 ...
by UkcsAlias
Wed Oct 06, 2021 9:39 am
Forum: General discussion
Topic: Why aren't there defense bots?
Replies: 14
Views: 2046

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...
by UkcsAlias
Wed Oct 06, 2021 9:21 am
Forum: General discussion
Topic: Using the graphics card to help the CPU out…
Replies: 40
Views: 5523

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...
by UkcsAlias
Tue Oct 05, 2021 3:14 pm
Forum: General discussion
Topic: Using the graphics card to help the CPU out…
Replies: 40
Views: 5523

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...
by UkcsAlias
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: 692

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...
by UkcsAlias
Tue Oct 05, 2021 11:46 am
Forum: General discussion
Topic: Using the graphics card to help the CPU out…
Replies: 40
Views: 5523

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...
by UkcsAlias
Mon Oct 04, 2021 9:39 pm
Forum: General discussion
Topic: Using the graphics card to help the CPU out…
Replies: 40
Views: 5523

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...

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