Search found 207 matches
- Sun Jan 14, 2024 8:25 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 133
- Views: 24624
Re: Friday Facts #392 - Parametrised blueprints
... Allow me to show you one extreme example to that theory. Could be the future, who knows. So nVidia, they wrote a paper for an AI that would beat Minecraft, but more than that. It wrote instructions to perform the tasks in the game that are required to beat Minecraft as fast a possible. It impro...
- Tue Jun 29, 2021 4:30 am
- Forum: PyMods
- Topic: low quality graphics ..
- Replies: 39
- Views: 11758
Re: low quality graphics ..
Mipmaps are supported on lots of stuff, including Animation which you just linked. But mipmaps are a memory-for-speed trade. They consume *more* memory, not less. mipmap_count Type: uint8 Default: 0 Only loaded if this is an icon (has flag "group=icon" or "group=gui"). I think t...
Re: Victory!
You get the victory screen after you finish researching a tech that requires white science.
- Sat Jun 12, 2021 9:45 am
- Forum: PyMods
- Topic: low quality graphics ..
- Replies: 39
- Views: 11758
Re: low quality graphics ..
I found that I could get the best performance with small texture atlas sizes and VRAM usage set to all. This causes Factorio to build many small texture atlases, and loads them all into the graphics driver's memory. The graphics driver is then responsible for moving them between VRAM and System Ram ...
- Sun May 23, 2021 7:26 pm
- Forum: Gameplay Help
- Topic: Merging 1 into n belts?
- Replies: 7
- Views: 3423
Re: Victory!
crazy work!! i never thought its possible without LTN trains, but u proved me wrong. can we have more screenshots? Link to photo Album with a bunch of screenshots: https://1drv.ms/u/s!AoILQjreP68U9zeqkTWO4o3FVsAP?e=L1dbOS If you want to look at the save for some reason, it's in the folder too: http...
- Sat May 22, 2021 7:44 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 291623
Re: pY Alien Life - Discussion
bug report: when i remove fastwood forestry, a hidden beacon remains on the ground and i cant destroy it with right click or alt+d. It blocks my building replacement even with shift held down. I have run into the same issue with Auog Paddocks. Has anyone come across any workarounds? User /editor an...
- Fri May 21, 2021 9:28 pm
- Forum: Gameplay Help
- Topic: [Solved] Are those preferred among equally named stations, which have a higher train limit set?
- Replies: 2
- Views: 1309
Re: Are those preferred among equally named stations, which have a higher train limit set?
Trains limit only affects which stations are valid destinations. It the station has train slots available it will be treated normally, if it does not have slots available trains will not path to it similar to how they will not path to a disabled station. Trains make all other pathfinding choices nor...
Re: Victory!
3) I mentioned Bio Batteries, and they were a thorn in my side. These things are used like crazy, especially when upgrading my robots. They go into the circuits as both circuit board substrates and as the fault current inductor, then into the robots as superconductors for the superconducting servom...
Re: Victory!
yes i agree prices for utility and space science are insane atm , well the other packs make 6 per craft while these 2 only make 3 also HCl appears to be needed way to much , mostly for lithium compounds and boron also i explored the chemistry behind the lime NaOH loop and IRL it should give us HCl ...
Re: Victory!
I don't really know what was going on on the lower side of the Uranium chain. I was using only 1kL tanks, and had deleted some liquid during some restructuring, so certainly it's possible I didn't have the right balance and that now that it is balanced it will remain that way, but I thought that a ...
Re: Victory!
4) Higher grade uranium processing was not quite as straightforward as I was expecting it to be. The recipies make a neat cycle, but the reality ingame means that there is some minor loss likely due to numeric inaccuracies. I ended up tying pairs of liquids together. I sinkhole a little of of U43 i...
Re: Victory!
Nice write up and nice job. The mod is crazy big isn't it? It looks like you didn't bother with trains. That's even crazier. :D In this mod, Train techs feel like they arrive far later than in vanilla. I mean, it's "just" Automation and Logistic science means something completely differen...
- Mon May 17, 2021 4:09 pm
- Forum: Gameplay Help
- Topic: Merging 1 into n belts?
- Replies: 7
- Views: 3423
Re: Merging 1 into n belts?
Lane balance the belt coming in, then use a splitter tree to produce at least N belts from your new input, and send each one to each of the belts you want to merge into. Use a splitter to merge each new belt into the corresponding old belt, and prioritize the old belt as input over the new input.
Re: Victory!
So many thanks to you and everyone who put in countless hours to make this mod what it is! Every single resource, or creature, and final product felt pretty unique and different. It keeps things interesting all the way to the end.
- Sun May 16, 2021 11:20 am
- Forum: Gameplay Help
- Topic: Trainlimitation for stations - Priorities
- Replies: 2
- Views: 1409
Re: Trainlimitation for stations - Priorities
I can say with confidence that case 1 will always go to the closest station (in terms of path distance counting the pathfinding penalties). Case 2, I don’t know, and could only speculate, but trains limit only has an affect on what stations are valid destinations, the trains limit and in particular ...
- Sun May 16, 2021 10:19 am
- Forum: PyMods
- Topic: A couple of bugs/issues
- Replies: 3
- Views: 1769
Re: A couple of bugs/issues
Steams of different temperatures are still considered the same fluid, so the base game fluid mixing prevention won't stop them from mxing, and the base game liquid temperature system will cause their temperatures to average when they combine. Be cautious with them, and keep tanks or buffers of steam...
Victory!
So this was pretty crazy. Starting sometime in early 2020 I started my Py Alien Life playthrough, after some stop and go of playing, I got really into it late last year. While I had a blocking issue when the T.U.R.D. killed the speed on many of my plant farms, I returned with abandon. Finally puttin...
- Sat May 15, 2021 10:20 am
- Forum: PyMods
- Topic: Is Tholins 2 and Tholins 3 meant to be Utility Science?
- Replies: 4
- Views: 1721
Re: Is Tholins 2 and Tholins 3 meant to be Utility Science?
That's fine. I would not have thought much of it if it didn't have the strange pseudo tech progression with the latter two levels adding Py science and production science, but not really progression because the latter 3 are all utility science, and the Chemical -> Utility jump from Tholins 1 to Thol...
- Fri May 14, 2021 3:15 pm
- Forum: Gameplay Help
- Topic: Help with my train problem!
- Replies: 3
- Views: 1191
Re: Help with my train problem!
Top and mid lane westbound rail signal where your character starts is allowing the train forward to the next signal without it having to reserve it’s exit. Should be a chain signal anyways as it is just before a significant branching decision, and you want it to be able to repath as close to the bra...