Search found 5693 matches

by mrvn
Mon Apr 15, 2024 1:03 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Beautiful Sushi Belts
Replies: 85
Views: 101459

Re: Beautiful Sushi Belts

No problem! My bad on expecting everyone to know what rate-limited sushi is. BTW I think I have my setup for the 12 science packs of the expansion, can't wait to try that out :D Well, with rate limiting there really isn't any magic to it. And with 12 that is 6 per side or half a yellow belt each. I...
by mrvn
Mon Apr 15, 2024 12:52 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 23
Views: 3507

Re: make more entity prototypes support rotation

I'm just sometimes amazed at some of the problems when they are well known programming issues with established solutions. It triggers the "I've learned about how not do this and that sounds exactly how this was done" syndrom. Well, do you think Rseding91 doesn't know or considered and rej...
by mrvn
Fri Apr 12, 2024 10:41 pm
Forum: Ideas and Suggestions
Topic: Do not pause game when looking at research in single player
Replies: 73
Views: 28753

Re: Do not pause game when looking at research in single player

It’s not so, that the devs have nothing todo. And their internal list is surely sorted by game-play-value multiplied with the reversed implementation effort. Something like this. If it was sorted as you state, then a fix that had high game-play-value and a minimal 1/implementation-effort would be a...
by mrvn
Fri Apr 12, 2024 10:39 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 128
Views: 15655

Re: Friday Facts #403 - Train stops 2.0

hi, i am still missing the opportunity to split the output from a train station evenly to all trains that want to go to that station. for example: i've one pickup station for iron ore but if i have two trains that will pick up that ore and the production of the ore is too slow to fully support both...
by mrvn
Fri Apr 12, 2024 10:29 pm
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 23
Views: 3507

Re: make more entity prototypes support rotation

You're welcome to make your own game with a similar feature set to Factorio and implement it in a way you see fit. Sorry if I come across snarky. You're doing a great game. I'm just sometimes amazed at some of the problems when they are well known programming issues with established solutions. It t...
by mrvn
Mon Apr 08, 2024 2:03 pm
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 23
Views: 3507

Re: make more entity prototypes support rotation

As for C: While waiting for the game to (auto)save is boring is that really something we should feature shorten the game for so it's 0.00001% faster? Why do entities even have rotating and non-rotating types? Or if they must why isn't that using dependency injection? The entity class should get the ...
by mrvn
Mon Apr 08, 2024 1:49 pm
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 153
Views: 54273

Re: ARM Build

Well, I don't want to use the headless server on a switch. I just want it to exist so I can try running on a non-switch.
by mrvn
Mon Apr 08, 2024 1:47 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 128
Views: 15655

Re: Friday Facts #403 - Train stops 2.0

Since there is wind and clouds there should also be waves lapping at the support pillars.

Now you GPU wizards, get to doing some magic. :)

PS: shadows should be distorted by waves too.
by mrvn
Fri Apr 05, 2024 7:51 pm
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 153
Views: 54273

Re: ARM Build

As to headless ARM server: All the work is really done there for the switch client already. As long as the FPU of the ARM in question doesn't behave differently from the switch ARM core there should be zero changes. Where ARMs really differ is the GPU, i.e. the graphical client. In fact is there a h...
by mrvn
Tue Apr 02, 2024 2:28 pm
Forum: Minor issues
Topic: [1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder
Replies: 5
Views: 294

Re: [1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder

It's creating a hidden file with a random extension and only at the end it gets renamed to the real, non-hidden name. So I'm a bit surprised the game doesn't ignore it.
by mrvn
Fri Mar 29, 2024 2:21 pm
Forum: Already exists
Topic: Add LuaItemPrototype.effect
Replies: 3
Views: 172

Re: Add LuaItemPrototype.effect

Thanks.

But why, Why, WHY rename the field between the data and game stage? :(
by mrvn
Fri Mar 29, 2024 1:07 pm
Forum: Already exists
Topic: Add LuaItemPrototype.effect
Replies: 3
Views: 172

Add LuaItemPrototype.effect

TL;DR Add the effect table from ModulePrototype to LuaItemPrototype. What ? In the data phase modules have an effect table detailing what effects the module item has. In the game phase modules use the LuaItemPrototype class and the effect table is unavailable. Add the table when the item is a modul...
by mrvn
Fri Mar 29, 2024 12:15 pm
Forum: Minor issues
Topic: [1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder
Replies: 5
Views: 294

[1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder

I'm copying a large save game over a slow connection (simulate with rsync --bwlimit) into the saves folder. At the same time I'm trying to load a game in factorio. When I try to scroll through the available games it always jumps right back to have the currently selected game visible making it appear...
by mrvn
Thu Mar 28, 2024 11:19 am
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 422

Re: Friday Facts #402 - Lightspeed circuits

3) Smoothing doesn't really crate new data, it's merely a reinterpretation of existing data. So, you know, you can probably just smooth the 100 or so visible data points on the production graph, when it's actually open, and call it good. to repeat again, i'm not talking about strictly speaking &quo...
by mrvn
Tue Mar 26, 2024 8:58 pm
Forum: Combinator Creations
Topic: Liquid level regulator
Replies: 9
Views: 563

Re: Liquid level regulator

It's much easier to implement this with some chests or belts, inserters and a fish (or any item really). For each oil refinery recipe you make one chest or belt piece and connect it to a pump. If the fish is in it the pump turns on. Then you add the inserters to move the fish between those positions...
by mrvn
Tue Mar 26, 2024 5:44 pm
Forum: Ideas and Suggestions
Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
Replies: 9
Views: 408

Re: Rich Text Labels need a toggle to also add the TEXT version after the icon

The major issue is with modpacks, where the icons are often so similar to each other that trying to distinguish based on just the icon is hopeless. It should be settable per player in multiplayer games, and the name should localize for each player. Internally, the name should just be the icon, this...
by mrvn
Mon Mar 25, 2024 5:59 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 319
Views: 151311

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
by mrvn
Mon Mar 25, 2024 5:57 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: It's nice when things come together [utitility-science-pack]
Replies: 6
Views: 1287

Re: It's nice when things come together [utitility-science-pack]

In that game all stations are layed out in columns the width of a train + curves and scaled to require a train maybe every 5-10 minutes. The copper stations needs far more trains than the other stations and is an outlier in the design. Hence why I said "to bring the train throughput more in li...
by mrvn
Mon Mar 25, 2024 5:20 pm
Forum: Modding help
Topic: How much does a recipe with catalyst and probability produce?
Replies: 1
Views: 112

How much does a recipe with catalyst and probability produce?

Say I have a recipe that produces this: products = { { amount = 10, catalyst_amount = 4, name = "thing", probability = 0.7, type = "item" } } How many things would that produce on average per cycles with 20% productivity bonus? The productivity bonus of the assembler only affects...

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