Search found 419 matches

by Gergely
Sat Oct 13, 2018 12:54 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 101
Views: 5388

Re: Friday Facts #264 - Texture streaming

Optimisations. Always more optimisations.

At first, I liked these spoiler-free blog posts that instead of talking about the juicy new features, just talk about behind the scenes stuff.

But... it's starting to get tiresome. Make some innovations please.
by Gergely
Fri Oct 05, 2018 3:15 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 5681

Re: Friday Facts #263 - Trains in blueprints

That sounds like a lot of work just for one quality of life feature.

Hope it's worth it.
by Gergely
Sat Sep 29, 2018 8:10 pm
Forum: Modding interface requests
Topic: Disallow mining tile from under an entity
Replies: 15
Views: 461

Re: Disallow mining tile from under an entity

Careful!

std:vector needs to re-allocate it's array a lot during which it takes up almost double the space.
This might make linked list a better choice because it would be faster, though less efficient on memory.
by Gergely
Tue Sep 25, 2018 1:19 pm
Forum: Modding interface requests
Topic: Disallow mining tile from under an entity
Replies: 15
Views: 461

Re: Disallow mining tile from under an entity

std::vector to_be_destroyed(4); for(entities_in_area) { if (should_be_destroyed(entity)) to_be_destroyed.push_back(entity); } As said the normal case would be at most 1 entity since they normally do not overlap. The vector starts of with space for 4. If more than 4 entities overlap the tile and nee...
by Gergely
Mon Sep 24, 2018 7:26 pm
Forum: General discussion
Topic: Factorio annotated roadmap - 0.17+
Replies: 28
Views: 4675

Re: Factorio annotated roadmap - 0.17+

Koub wrote:
Fri Sep 21, 2018 10:11 pm
:mrgreen:
I don't think that's funny.
by Gergely
Fri Sep 21, 2018 1:34 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 6339

Re: Friday Facts #261 - Performance + New player interaction

Finally! The forum is now 10% more of what I am used to!
by Gergely
Fri Sep 21, 2018 8:29 am
Forum: Modding interface requests
Topic: Disallow mining tile from under an entity
Replies: 15
Views: 461

Re: Disallow mining tile from under an entity

But even your case seems rather simple. Assuming entities overlap and some can be destroyed and other not. You first scan the area for any entities that may be destroyed and add them to a list. If you don't find any conflicts in the area the mining will succeed and you destroy all the entities in t...
by Gergely
Wed Sep 19, 2018 9:27 pm
Forum: Modding interface requests
Topic: Disallow mining tile from under an entity
Replies: 15
Views: 461

Re: Disallow mining tile from under an entity

I have a headache imagining how ... slick that might be. Would be a shame to ruin it. Here's what I have gathered so far. Correct me if I'm wrong: The destroy operation for entities is a 1 step operation which means after a single method call, the entity forcefully ceases to exist no matter which pa...
by Gergely
Mon Sep 17, 2018 5:13 pm
Forum: General discussion
Topic: What happened to Factorio updates?
Replies: 36
Views: 2221

Re: What happened to Factorio updates?

You forgot to add a link.
Koub wrote:
Mon Sep 17, 2018 2:12 pm
(this is the 0.16.51 for you).
...
0.16.51 is the worst minor update ever.
by Gergely
Fri Sep 07, 2018 6:03 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 97
Views: 7074

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

My keyboard looks like this:

Code: Select all

0 1 2 3 4 5 6 7 8 9 Ö Ü Ó
   Q W E R T Z U I O P Ő Ú
    A S D F G H J K L É Á Ű
   Í Y X C V B N M , . -
I also have Z and Y swapped and yes, their functions are also swapped. I do use Ctrl+Z to undo.
Hope it helps.
by Gergely
Fri Sep 07, 2018 3:30 pm
Forum: Ideas and Requests For Mods
Topic: A mod to bring back the 0.15 terrain
Replies: 0
Views: 82

A mod to bring back the 0.15 terrain

I am looking for a mod that brings back the terrain graphics of 0.15 in 0.16. Tile correction logic if it is still has native support. I'm fine without it, but please don't make new graphics for configurations of tiles that weren't possible in the past. Try to ignore possible bugged scenarios. Get r...
by Gergely
Fri Sep 07, 2018 3:13 pm
Forum: General discussion
Topic: A new challenge, if you're looking for one...
Replies: 4
Views: 680

Re: A new challenge, if you're looking for one...

Hmmm...

Can you (or anyone) define the challenge more precisely?
by Gergely
Fri Sep 07, 2018 3:07 pm
Forum: Ideas and Suggestions
Topic: Make difficulty based achievements
Replies: 4
Views: 388

Re: Make difficulty based achievements

I don't think there should be any more achievements. IMO, achievement should not necessarilly be hard, they should provide the players with ideas of what to do next, if they need them. For a game like the Binding of Isaac, which is all about suffering, night impossible achievements are definitely a...
by Gergely
Wed Sep 05, 2018 12:48 pm
Forum: General discussion
Topic: 0.17 Hype?
Replies: 40
Views: 6817

Re: 0.17 Hype?

Lurind wrote:Anybody else hype for .19?
Are you freakin' serious?
by Gergely
Tue Sep 04, 2018 9:59 pm
Forum: General discussion
Topic: Splitting belt lanes and blueprints
Replies: 9
Views: 708

Re: Splitting belt lanes and blueprints

Either blueprints should be fixed, or underground belts modified to disallow this half-lane mechanism. I'm serious, I'm fine with that feature being removed. I never liked it, never used it, and it is not doable without having some trash end up on the dead lane that bumps into the underground belt's...
by Gergely
Tue Aug 28, 2018 8:51 pm
Forum: Modding interface requests
Topic: Disallow mining tile from under an entity
Replies: 15
Views: 461

Re: Disallow mining tile from under an entity

Isn't that similar to mining rails when a train in on them? No, rails are entities and they reference the train that is on them. Tiles however don't know if there is an entity on top of them while they are being removed. The entities on mined tiles die as soon as they are ticked when it's already t...
by Gergely
Mon Aug 27, 2018 1:05 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 109
Views: 10100

Re: Friday Facts #257 - NPE/Campaign update

Wait... So turret creep is allowed now? It's never been dissallowed, But the devs did create better alternatives to it, like nukes and artillery I thought they are planning to add a "deploy time" for the turrets to discourage this play style. At least they mentioned this more than a year ago. You a...
by Gergely
Mon Aug 27, 2018 12:28 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 109
Views: 10100

Re: Friday Facts #257 - NPE/Campaign update

If we add shallow water to Freeplay (which is not as simple as it sounds), then some people might be sad that there is the occasional Biter nest where you cannot use turret creep... Wait... So turret creep is allowed now? Also, you can landfill the shallow water tiles and place turrets on them so h...
by Gergely
Fri Aug 24, 2018 10:27 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 109
Views: 10100

Re: Friday Facts #257 - NPE/Campaign update

V453000 wrote:The campaign will definitely not have Landfill and Cliff explosives available to research as they just get rid of any obstacles we design.
Please unlock it when all the objectives have been cleared!
by Gergely
Sat Aug 18, 2018 12:57 am
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 138
Views: 10415

Re: Friday Facts #255 - Construction tools

Are filtered deconstruction planners a thing?!

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