Search found 1523 matches

by Qon
Sun Oct 25, 2020 12:01 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 146
Views: 5730

Re: Optimization idea: abstraction

yagaodirac is trying to design a new game around the abstraction optimization tech. Ah ok. I missed that somehow. But I think it's a bad idea attempting to do it as a mod for Factorio. You'd be attempting to circumvent the game simulation in a game that's built around everything (that is built by p...
by Qon
Sun Oct 25, 2020 11:54 am
Forum: General discussion
Topic: Game optimization and playability
Replies: 8
Views: 583

Re: Game optimization and playability

What is the point spending 300hrs on a save, when there is only one thing, which is 100% going to happen, and it's reaching the roof. Already when creating a new world I can tell you when it is going to end. I know that the game cannot be simply turned to multithreaded, but it would make me feel a ...
by Qon
Sat Oct 24, 2020 4:21 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 146
Views: 5730

Re: Optimization idea: abstraction

I think we should review the design of this game, rather than base on it and then try something epic but not very practical. I already know it to be great. Why should we review it, in this context? If we are modding then if we think something sounds cool and worth implementing and do it then that's...
by Qon
Sat Oct 24, 2020 1:24 pm
Forum: Outdated/Not implemented
Topic: Reverse-facing locomotives contribute to total train power
Replies: 51
Views: 1186

Re: Reverse-facing locomotives contribute to total train power

What am I missing? Single headed require way more space for those loops. Especially noticable for smaller stations where the loop requirement might not be easily satifiable and at the early stages where you don't have the space for those right where you want it. Double headed trains are way more co...
by Qon
Thu Oct 22, 2020 9:38 pm
Forum: Modding interface requests
Topic: game.take_screenshot mapshot
Replies: 1
Views: 79

Re: game.take_screenshot mapshot

This could enable some cool mods... :shock:
by Qon
Thu Oct 22, 2020 4:37 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Speed/Prodictivty effecting burner tech
Replies: 8
Views: 191

Re: [Request] Speed/Prodictivty effecting burner tech

creative mod starts out by giving you the choice of starting with cheats (everything researched) and has a button to unlock all tech.
by Qon
Thu Oct 22, 2020 1:52 pm
Forum: General discussion
Topic: Power Poles
Replies: 7
Views: 302

Re: Power Poles

New poles are better.

This thread is meaningleas. No argument for why means there's no substance to critique and no need for any counter argument to refute your position.
by Qon
Thu Oct 22, 2020 1:45 pm
Forum: Outdated/Not implemented
Topic: Reverse-facing locomotives contribute to total train power
Replies: 51
Views: 1186

Re: Reverse-facing locomotives contribute to total train power

KoblerMan wrote:
Thu Oct 22, 2020 12:31 pm
I'll be honest, I wasn't exactly expecting 66% of people to try and shoot this down over balance concerns. If you don't like double-headed trains, nobody is forcing you to use them, guys. :)
This is an argument against balance. Just remove the thread if that's your position.
by Qon
Thu Oct 22, 2020 11:47 am
Forum: Ideas and Suggestions
Topic: Right click with deconstruction planner to blacklist items.
Replies: 9
Views: 256

Re: Right click with deconstruction planner to blacklist items.

I have made a mod to solve this issue and more. I never released it, but maybe it's time I polished and released it now?
by Qon
Tue Oct 20, 2020 11:49 am
Forum: Balancing
Topic: Atomic bomb is too weak
Replies: 1
Views: 118

Re: Atomic bomb is too weak

Bomb range revert: viewtopic.php?p=509469#p509469

I might look into making it deal proper damage and fix the explosion size some other time. Or someone else does it.
by Qon
Tue Oct 20, 2020 11:44 am
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 18
Views: 454

Re: Biters using themselves as landfill

PaqpuK wrote:
Tue Oct 20, 2020 11:00 am
Qon wrote:
Tue Oct 20, 2020 10:43 am
deaths would just give a penalty to the path finder distance
This problem is easily solved by making these "too-much-death-no-go-zones" relative.
Yes, that is the effect of what I said.
by Qon
Tue Oct 20, 2020 10:43 am
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 18
Views: 454

Re: Biters using themselves as landfill

Biters shouldn't be just another production that you've built and forgot about, it's more fun when it's a looming threat that you have to deal with. If I just wanted to get rid of this strategy, than I would've suggested swimming biters, but I want water walls to still be a legitimate strategy, but...
by Qon
Tue Oct 20, 2020 9:37 am
Forum: Ideas and Suggestions
Topic: Corresponds RCon to mod rather than server?
Replies: 4
Views: 149

Re: Corresponds RCon to mod rather than server?

This should probably be in the modding help section, right? But please clearly state what you need help with. Also please tell us what your mod is supposed to do, it makes it much easier to help you. If you had told us that earlier I could have pointed you to the rcon API earlier and you wouldn't ha...
by Qon
Tue Oct 20, 2020 9:26 am
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 18
Views: 454

Re: Biters using themselves as landfill

I want Well the devs don't. It's clearly not an oversight or accident that water and cliffs block the natives. Sounds like this belongs in the "ideas and requests for mods" section. Factorio's water gives the player the biggest exploit against the game's only dynamic threat - biters. By carefully p...
by Qon
Sat Oct 17, 2020 7:02 am
Forum: Outdated/Not implemented
Topic: New api in a OOP language?
Replies: 38
Views: 1003

Re: New api in a OOP language?

Hi, sorry to disturb you again. I hear that you prevented lua in custom mod to call functions in any other code? Means that I can't write any cpp code and call it from control.lua or data.lua? Thanks. Dude are you a troll? This is the third time you ask this question. https://forums.factorio.com/vi...
by Qon
Fri Oct 16, 2020 12:50 pm
Forum: Modding help
Topic: Is it possible to call functions in cpp from lua?
Replies: 11
Views: 425

Re: Is it possible to call functions in cpp from lua?

He already knows it. I told him earlier. 3, You shouldn't talk about this idea here. You know amd and intel? Ask them for the solution. But in fact, I just started knowing that, lua can call functions written in cpp. If you mod a interface in lua, take the advantage of cpp and graphics card, with so...
by Qon
Fri Oct 16, 2020 9:58 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 146
Views: 5730

Re: Optimization idea: abstraction

When you set active=false on an inserter the *inserter* stops updating. The control behavior is separate and always updates. There are several unrelated update loops: Does that mean that active=false only affects the entity loop and every other loop is unaffected? Are inactive entities affecting th...
by Qon
Thu Oct 15, 2020 9:58 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 146
Views: 5730

Re: Optimization idea: abstraction

I will simply not freeze things in view. And anything that is connected to the thing in view in a way that isn't separated by a buffer will unfortunately also have to be running. That is why I needed active state to be quickly toggleable, or at least one reason. Belt based factories with no buffers ...
by Qon
Thu Oct 15, 2020 9:34 pm
Forum: General discussion
Topic: Deathworld goal?
Replies: 5
Views: 344

Re: Deathworld goal?

Land mines work great offensivly against behemoths too. And even more powerful modded enemies like armoured biters. And land mines work great with flamethrowers too, if the mines are stored far enough away that the flames die before the mines are replaced. But I don't combo ft turret with mines anyw...

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