I'm patiently awaiting the FFF that talks about circuit control being added to these.
Search found 231 matches
- Fri Feb 02, 2024 9:57 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 12904
- Fri Feb 02, 2024 9:56 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 12904
Re: Friday Facts #396 - Sound improvements in 2.0
Brilliant! Sound is so often overlooked in critical analysis, but it's so important. These are some great new capabilities, and they're used exceptionally well!
ngl still miss old belt sounds tho.
ngl still miss old belt sounds tho.
- Fri Jan 26, 2024 8:43 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 16650
Re: Friday Facts #395 - Generic interrupts and Train stop priority
For example, if you disable a stop while a train is en-route, the train may very well be in a position where it can't path anywhere else (e.g. just turning the corner to arrive). This would cause the train to 'no path' while sticking out onto the mainline, causing chaos for the rest of the trains. ...
- Fri Jan 12, 2024 1:39 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45138
Re: Friday Facts #393 - Putting things on top of other things
I'm just looking on my phone, so I can't tell if that is a 60fps animation, but that reservation aside the new belts look like garbage. Really not a fan of the way they look, and I'm not sure what could be done about it. The changes to coloring seem to just add a shimmering that make it look like y...
- Fri Jan 12, 2024 12:56 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45138
Re: Friday Facts #393 - Putting things on top of other things
I dunno, gonna be honest this is the first one that's had me kinda worried. Now a 2 wagon train can outperform 8 wagon trains. This feels like a very big move towards scale up rather than scale out, and scaling out has always been where Factorio's emergent complexity, the part that makes the game so...
- Tue Nov 14, 2023 6:50 pm
- Forum: Releases
- Topic: Version 1.1.97
- Replies: 5
- Views: 6711
- Fri Sep 08, 2023 10:22 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 126786
Re: Friday Facts #375 - Quality
The mechanic is optional, you can just disable it, don't whine! Not really. Of course it's possible to disable it, but the game has to be balanced around it. Disabling it would be like building a megabase without using modules - technically possible, but significantly harder. The game isn't balance...
- Fri Sep 08, 2023 10:17 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 126786
Re: Friday Facts #375 - Quality
How will these qualities handle stacking? Especially wrt inserter hands. Will an inserter be slower, on average, if the quality levels are mixed? In a similar vein, will this interfere with all the optimizations around saturated belts? It sounds like 10% (or more) of end-game outputs could be highe...
- Fri Sep 08, 2023 9:20 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 126786
Re: Friday Facts #375 - Quality
Since the idea is to make this entirely optional, could it perhaps be used to finally give a good uranium sink by making some part of the chain dependent on it (perhaps for the T3 modules or something?). Or perhaps there's something else already in the pipe for that. Never having a need for a large ...
- Fri Sep 08, 2023 9:15 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 126786
Re: Friday Facts #375 - Quality
This looks fascinating. I look forward to giving it a try.
I was hoping to find a way to spin this into a need for circuit controlled splitters, but alas... Still would be cool tho!
I was hoping to find a way to spin this into a need for circuit controlled splitters, but alas... Still would be cool tho!
- Thu Sep 07, 2023 7:56 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 41935
Re: Friday Facts #374 - Smarter robots
The difference is that if you can guarantee the path won't ever need to change then all of the complexity can be hoisted out of the tick function and only performed during task assignment. The lack of collision and dynamic obstacles allows this. There's no need to check every tick if something got ...
- Sat Sep 02, 2023 5:34 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 41935
Re: Friday Facts #374 - Smarter robots
Who cares? Not you, clearly. It's still pathfinding, which is explicitly off the table. It's already been explicitly said: "This is because for performance reasons, we don't do any pathfinding at all." Period. Adding such performance for such a minor improvement isn't even a possibility. ...
- Fri Sep 01, 2023 6:49 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 41935
Re: Friday Facts #374 - Smarter robots
Well, when people speak of pathfinding, they usually refer to dynamic obstacles and collision detection. Since bots are flying, none of them is applicable. There's just a number of static waypoints. Unlike the true pathfinding, this operation is quite cheap. Waypoints is pathfinding. It was popular...
- Fri Sep 01, 2023 6:28 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 41935
Re: Friday Facts #374 - Smarter robots
This is fantastic! I love QoL features. I'd be happy if the expansion was nothing but them ;) I have a couple of question if you have the time and inclination to answer. First, is there any chance some of these can be backported to the current release over time? If there's no time, then so be it, bu...
- Sun Nov 06, 2022 7:55 pm
- Forum: Gameplay Help
- Topic: Trains get stuck if the destination is disabled and other are full
- Replies: 20
- Views: 7249
Re: Trains get stuck if the destination is disabled and other are full
While it doesn't need to remain in its current form, the ability to skip scheduled stops shouldn't be sacrificed over this. There is an opportunity here, however. A way to solve the weird interaction, the confusion, and keep the functionality we want. I was discussing on the Discord server the conce...
- Mon Mar 29, 2021 7:46 am
- Forum: Implemented in 2.0
- Topic: Save spidertrons in blueprint.
- Replies: 11
- Views: 5442
Re: Save spidertrons in blueprint.
This suggestion seems to be for the player character. For in-world vehicles, especially one as complex as the spidertron with an eq grid, logistics requests, and potential for quasi autonomous operation via remote, blueprints would be more appropriate. Take e.g. trains. I have over 30 blueprints for...
- Mon Mar 29, 2021 2:19 am
- Forum: Implemented in 2.0
- Topic: Save spidertrons in blueprint.
- Replies: 11
- Views: 5442
Re: Save spidertrons in blueprint.
Yes please. I just made this beauty. The only thing left to automate my spidertron army is to blueprint the spidertron itself. :) Imagine being able to load a spidertron component train full of armor modules, ammo, and spidertrons to the front lines and having your bots construct an army. Automation...
- Fri Jan 10, 2020 5:22 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 33137
Re: Friday Facts #329 - Campaign reassessment
That video was great! "Thank you, Klonan."
- Fri Dec 06, 2019 2:47 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 44841
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Holy crap, what a FFF! It's like you guys read my mind and got to all of the things I could have hoped for all in one week! :D If I could just ask one more tiny thing. With the sound redesign, could the "listener" be changed to the engineer instead of the camera? I spend so much of my time...
- Fri Nov 08, 2019 4:07 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 73884
Re: Friday Facts #320 - Color correction
Regarding the LUT, does it use a shader, or does it alter the system color profile? Games tend to have a bad habit of overriding that, which is why I'm curious. I calibrate my display, and it's quite a dance to get a lot of games to obey the color profile. See https://forums.guru3d.com/threads/games...