Search found 7 matches
- Fri Feb 21, 2020 5:19 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 30855
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
This would probably not help much overall, but maybe you could spread out the arty-aggro'd biter pathing across multiple updates in a wave? The cost of checking whether each biter is within the appropriate range may still be significant, but it's probably less than the cost of actually doing the ...
- Mon Mar 11, 2019 9:37 am
- Forum: Off topic
- Topic: Satisfactory - 3D Factorio?
- Replies: 69
- Views: 75381
Re: Satisfactory - 3D Factorio?
Well, I played the test release to—near as I can tell—completion.
It's a solid game. Despite the fact that my machine's CPU is rated at half the Passmark score when compared to the listed minimum specs, performance was playable. Not smooth , mind, but certainly not terrible, considering the hardware ...
It's a solid game. Despite the fact that my machine's CPU is rated at half the Passmark score when compared to the listed minimum specs, performance was playable. Not smooth , mind, but certainly not terrible, considering the hardware ...
- Fri Mar 01, 2019 6:22 am
- Forum: Releases
- Topic: Version 0.17.3
- Replies: 42
- Views: 34712
Re: Version 0.17.3
I am thoroughly in favor of double-encoding, in logi chests, inserters, game elements in general, and elsewhere.
I'm deuteranomalous, which means I sometimes have difficulty distinguishing reds from greens, subtle red or green colors lose saturation, and I'm not entirely certain that purple isn't an ...
I'm deuteranomalous, which means I sometimes have difficulty distinguishing reds from greens, subtle red or green colors lose saturation, and I'm not entirely certain that purple isn't an ...
- Sat Dec 29, 2018 10:41 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 217793
Re: Friday Facts #275 - 0.17 Science changes
Genuinely amazed nobody's done this yet.


- Sun Dec 09, 2018 2:28 am
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 41514
Re: Friday Facts #272 - Mod GUI
I also like the idea of modpacks which are nothing more than Lua configuration files with dependencies. One "installs" that, and then the game automagically downloads everything in the pack, and it doesn't violate any no-distribution terms because it doesn't distribute mods, simply calls them from ...
- Mon Sep 24, 2018 3:34 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 53166
Re: Friday Facts #261 - Performance + New player interaction
In regards to the "quick reminder for the player who didn't pay attention in the tutorial," why not a few simple overlays to point out the functions of various UI elements? Fuel bars, the crafting queue, the equipment array, and so on. Just short snippets of text and arrows/boxen/highlights.
- Wed Feb 07, 2018 9:22 am
- Forum: Ideas and Requests For Mods
- Topic: Developing a Base-Building AI From the Top Down
- Replies: 0
- Views: 1408
Developing a Base-Building AI From the Top Down
Over the course of this thread, I plan to construct a mod from the extremely abstract to the nitty-gritty. I'll be using pseudocode so that, should I be successful, it should be a relatively trivial matter to "port" it to game-ready real code.
The first step in this process is the most abstract ...
The first step in this process is the most abstract ...