Search found 7 matches
- Sun Feb 04, 2024 2:15 pm
- Forum: Ideas and Suggestions
- Topic: add support for newer codecs
- Replies: 8
- Views: 604
Re: add support for newer codecs
Did you miss the massive thing where Unity tried to retroactively change its license agreement? And which license is it under? Because the link you gave only said "royalty-free" which leaves a whole heap of nasty stuff open. the format and algorithms of JPEGĀ XL are standardized as ISOĀ 181...
- Sat Feb 03, 2024 2:05 am
- Forum: Ideas and Suggestions
- Topic: add support for newer codecs
- Replies: 8
- Views: 604
add support for newer codecs
FactorioĀ 1.1 contains over 1Ā GiB of graphics data and over 128Ā MiB of sound data, encoded in PNG and Ogg Vorbis, respectively. both of these codecs are quite old and have been superseded in recent years. i hope that the Factorio devs implement support for these better codecs to reduce download sizes...
- Fri Jan 19, 2024 1:35 am
- Forum: Ideas and Suggestions
- Topic: Make inserter speeds simpler (for 2.0?)
- Replies: 3
- Views: 413
Re: Make inserter speeds simpler (for 2.0?)
The thing isā¦ inserter speeds donāt have any meaning except āitās fast enoughā or āitās not so add more inserters.ā iām just saying that itās quite difficult to calculate when a certain number of inserters is āfast enoughā, even for chestātoāchest transfers without any itemsāonābelt inconsistency.
- Fri Jan 19, 2024 1:18 am
- Forum: Ideas and Suggestions
- Topic: Make inserter speeds simpler (for 2.0?)
- Replies: 3
- Views: 413
Make inserter speeds simpler (for 2.0?)
i think inserter rotation speeds are much too complicated to reason about, especially for new players. for example, without looking it up, how many full turns per second does the regular, basic, yellow inserter make? (equivalently, what is its chestātoāchest throughput, without any capacity bonus?) ...
- Fri Dec 08, 2023 1:29 pm
- Forum: Ideas and Suggestions
- Topic: Always show underground max range visualization
- Replies: 6
- Views: 622
Re: Always show underground max range visualization
yes, exactly this! iāll also add that this āmaximum rangeā should be shown while placing the first half of the underneathie, so that you can place it exactly right the first time! right now, i often place the āoutā underground belt first, then reverse it, then place the āinā underground belt at the ...
- Sat Jan 21, 2023 5:50 am
- Forum: Ideas and Suggestions
- Topic: Empty Module Slots and Upgrade Planner - Let's Talk
- Replies: 21
- Views: 6878
Re: Empty Module Slots and Upgrade Planner - Let's Talk
+1. i just ran into this problem and thought of the exact same solution. it seemed so obvious that i was shocked it didnāt work.
- Sat Dec 03, 2022 3:54 am
- Forum: Won't fix.
- Topic: [1.1.73] resource paths arenāt recognized for mods with certain patterns of underscores in their names
- Replies: 1
- Views: 796
[1.1.73] resource paths arenāt recognized for mods with certain patterns of underscores in their names
i was testing which patterns of mod names are actually allowed, since the wiki is a bit ambiguous on this. when making test mods, i figured out that if a modās name begins or ends with an underscore or contains a sequence of 2 or more underscores, it is not parsed correctly in resource paths. they a...