Search found 17 matches
- Sat Sep 14, 2024 9:39 am
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 56337
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
ALSO, a QoL feature request: Please allow the "Toggle Personal Roboport" button to have 3 states, Off, On and Smart
Off and On are the same as now, whereas Smart will automatically disable the personal roboport if there are biters within a small distance, and re-enable it the rest of the time ...
- Mon Sep 09, 2024 7:14 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 56337
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
Additionally, SPACE and C are so near to all the other useful keys, I cannot count how often I did damage my factory by accidentally hitting SPACE or C.
Ugh. Yes. While this is easy to change it’s definitely not good defaults.
Standard for shooting is the left mouse key, and this is mentally ...
- Mon Sep 09, 2024 6:43 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 56337
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
1 Joules = 1 Watt / 1 second
It’s the other way around, 1 watt = 1 joule / 1 second.
Now, the losses of power efficiency between post-adjusted and pre-adjusted base damage at maximum laser shooting speed at 6 energy weapon damage level (pre-space) are calculated. Energy weapon damage 6 level ...
- Sun Sep 08, 2024 9:25 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 56337
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
How would I have enough personal laser defense modules in my armor's or Spidertron's equipment grid to consume most, if not all, of the 'new Space Age fusion reactor,' which can produce 2.5 MW, up to 6.25 MW, when one PLD only consumes 75 kW?
That’s just base tech. Shooting speed upgrades keep ...
- Sat Aug 31, 2024 12:22 pm
- Forum: News
- Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
- Replies: 91
- Views: 24705
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
I just noticed something, whatever creatures run around on Vulcanus are probably quite terrifying, otherwise how would you justify that packed ring of turrets around the coal patch:
how would you justify not protecting the mine to the top right at all whatsoever if they were truly terrifying ...
- Fri Jul 26, 2024 10:06 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 29590
Re: Friday Facts #421 - Optimizations 2.0
I always wondered, and may have raised it on IRC in the past:
1) whether utilizing GPUs for computations instead of (or in addition to) graphic rendering could speed things up. It's obviously no small effort to convert parts of the code to work on a GPU, but since the team now has experience ...
- Sun Jul 14, 2024 9:54 am
- Forum: Minor issues
- Topic: [1.1.109] Mod settings UI forgets changes
- Replies: 1
- Views: 436
[1.1.109] Mod settings UI forgets changes
Steps to reproduce:
Start a game or load a save with some configurable mods
Go to Game menu (esc)→Settings→Mod settings→Map (or Per player)
Change any setting
Go back to Settings
Go to Mod settings→Map again
Expected:
The change persists.
Observed:
The change disappears, and reappears ...
Start a game or load a save with some configurable mods
Go to Game menu (esc)→Settings→Mod settings→Map (or Per player)
Change any setting
Go back to Settings
Go to Mod settings→Map again
Expected:
The change persists.
Observed:
The change disappears, and reappears ...
- Fri Jun 21, 2024 5:54 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 124181
Re: Friday Facts #416 - Fluids 2.0
Oh and also... did you people just call pumping steam from the heat exchangers to the turbines realistic? 

- Fri Jun 21, 2024 5:29 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 124181
Re: Friday Facts #416 - Fluids 2.0
So I was disappointed by the loss of realism so I spent the afternoon implementing the main loop of an algorithm that should allow efficient and realistic fluid flow with much better control over the speed decay caused by distance. It also does not depend on the build order of the entities.
Code ...
- Mon Jun 17, 2024 1:17 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 25124
Re: Friday Facts #415 - Fix, Improve, Optimize
For huge saves, it would be nifty if the delta from the last save could be sent instead of having to download the entire save, given that we know the last time any given player was last connected; perhaps a utility that builds and maintains a set of delta files between saves allowing any ...
- Wed Jun 05, 2024 10:44 pm
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 122
- Views: 37916
Re: Friday Facts #413 - Gleba
I wonder if there will be some atmospheric or post-processing effects that will change the mood depending on pollution levels. Considering how you did dust and nebulas in space, I suppose it's possible to add smog over your base and all the surroundings when you pollute heavily.
Adding smog is ...
- Thu May 16, 2024 6:46 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 32846
Re: Friday Facts #410 - Rocket turret & Target priorities
would it be viable to have radars read out how many enemies are in range onto the circuit network? <...> Seeing as we now have wireless signals using radars now I don't know if this would clash though
It would clash: you would read the exact same signals from all radars on the map having no way ...
- Sat Aug 26, 2023 2:09 pm
- Forum: General discussion
- Topic: Overfunding
- Replies: 2
- Views: 1372
Re: Overfunding
I suppose so... it worked perfectly before. Apparently filters are limited to 5 items, even if set via circuitry.
Actually the new setup seems to work fine. It uses whitelists and not blacklists so such limits don’t pose a problem.
- Sat Aug 26, 2023 1:49 pm
- Forum: Combinator Creations
- Topic: Botless labs
- Replies: 13
- Views: 3931
Botless labs
No sushi, no bots. Only two-way chaining.
labs2.png
0eNrtWdtuozAU/Bc/rmCFwcaQb9g/WFURIW5jLTcZE223yr/vMTQlTdxg40j7si9tzGXGc3zO+MIb2lUD76RoFNq8IVG2TY82P99QL16aotLX1GvH0QYJxWsUoKaodasqdugUINHs+W+0waenAPFGCSX49PrYeN02Q73jEh749GKAuraHZ9tG48P7Ic7odxqgV/gZZ+w71dDA1 ...
labs2.png
0eNrtWdtuozAU/Bc/rmCFwcaQb9g/WFURIW5jLTcZE223yr/vMTQlTdxg40j7si9tzGXGc3zO+MIb2lUD76RoFNq8IVG2TY82P99QL16aotLX1GvH0QYJxWsUoKaodasqdugUINHs+W+0waenAPFGCSX49PrYeN02Q73jEh749GKAuraHZ9tG48P7Ic7odxqgV/gZZ+w71dDA1 ...
- Sat Aug 26, 2023 1:24 pm
- Forum: General discussion
- Topic: Overfunding
- Replies: 2
- Views: 1372
Overfunding
Sometimes, science can grind almost to a halt due to overfunding...
(as you may notice, in each chest something very important is missing, and there is no space for it either)- Fri Oct 21, 2022 4:28 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 86
- Views: 142138
Re: Beautiful Sushi Belts
Not every research needs every science pack.
That shouldn’t be a problem: as long as the loopback works well, unused packs simply loop forever.
And sometimes they need more of one than the other.
Is there any example in vanilla Factorio?
it is a belt only self adjusting sushi-belt system ...
- Sun Sep 18, 2022 5:08 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 86
- Views: 142138
Re: Beautiful Sushi Belts
A 8-way design. Operates properly even if some input is insufficient or missing.
https://i.imgur.com/wZFUaFI.png
0eNq1Xe1u2koQfRf/hsr77c2rVFFEiZNYFwyyTW+rKu9+TeiNTfDCmRnTP1VKmTM7+zFnZo+dP9mPzaHcN1XdZQ9/smq9q9vs4fufrK1e69Xm+G/d732ZPWRVV26zRVavtsefyl/7pmzbZdes6na/a7rlj3LTZe+LrKqfy1/Zg3pf3DSS/LJ ...
https://i.imgur.com/wZFUaFI.png
0eNq1Xe1u2koQfRf/hsr77c2rVFFEiZNYFwyyTW+rKu9+TeiNTfDCmRnTP1VKmTM7+zFnZo+dP9mPzaHcN1XdZQ9/smq9q9vs4fufrK1e69Xm+G/d732ZPWRVV26zRVavtsefyl/7pmzbZdes6na/a7rlj3LTZe+LrKqfy1/Zg3pf3DSS/LJ ...