Search found 17 matches

by numzero
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 ...
by numzero
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 ...
by numzero
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 ...
by numzero
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 ...
by numzero
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 ...
by numzero
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 ...
by numzero
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 ...
by numzero
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? :geek:
by numzero
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 ...
by numzero
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 ...
by numzero
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 ...
by numzero
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 ...
by numzero
Sat Aug 26, 2023 2:09 pm
Forum: General discussion
Topic: Overfunding
Replies: 2
Views: 1372

Re: Overfunding

Brathahn wrote: Sat Aug 26, 2023 1:40 pm Seems like you have to rethink your setup
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.
by numzero
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 ...
by numzero
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...
labs1-merged.png
labs1-merged.png (1.15 MiB) Viewed 1372 times
chests-merged.png
chests-merged.png (1.05 MiB) Viewed 1372 times
(as you may notice, in each chest something very important is missing, and there is no space for it either)
by numzero
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 ...
by numzero
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 ...

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