Search found 64 matches

by buggy123
Fri Nov 22, 2024 12:30 am
Forum: Releases
Topic: Version 2.0.21
Replies: 28
Views: 17953

Re: Version 2.0.21


[*]Fixed that agricultural tower would show all nauvis tiles as unplantable. Nauvis grass, dirt and red desert are now specifically plantable for tree seeds and highlight as green. (https://forums.factorio.com/122065)

Wait, isn't this a stealth nerf? Now you can no longer plant trees on ...
by buggy123
Fri Nov 15, 2024 11:16 pm
Forum: Duplicates
Topic: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
Replies: 10
Views: 3669

[2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%

Summary

Railguns are currently severely firerate constrained by their animation, and in combat conditions will fire at approximately 1/6th of their nominal maximum firing speed, or 0.13 shots per second.


More detail

The railgun has a default firing speed of 0.5 shots per second, and with ...
by buggy123
Sat Nov 09, 2024 9:03 pm
Forum: Minor issues
Topic: [2.0.14] Riding rocket to space does not allow upgrade planners or deconstruction planners personal inventory
Replies: 6
Views: 648

Re: [2.0.14] Riding rocket to space does not allow upgrade planners or deconstruction planners personal inventory

If you want to avoid confusion from the tooltip, you could just quietly allow for planners in the inventory without explicitly telling the player. This has the downside of, well, not telling the player. But at least anyone who tried would discover it.

A second option would be to allow planners to ...
by buggy123
Mon Oct 07, 2024 6:15 am
Forum: Ideas and Suggestions
Topic: Colorable Machines
Replies: 0
Views: 252

Colorable Machines

tl;dr: Add the ability to manually change machine color. Useful for organization and aesthetics.

Several different entities support color changing; trains, train stops, cars, players, and more. I think that support for this should be extended to common factory machines.

This would be serve a few ...
by buggy123
Fri Sep 27, 2024 10:04 pm
Forum: Ideas and Suggestions
Topic: assembler barrel intake
Replies: 26
Views: 12354

Natively support barrels in machines

Barrels are a little clunky and don't get a lot of love. So, I think they should be improved, and a good way to do this would be to allow machines to natively support barrels.

What do I mean by "natively"? Well...

Lets look at a assembler:
09-27-2024, 17-03-11.png

We want to make blue circuits ...
by buggy123
Wed Aug 07, 2024 4:08 am
Forum: Implemented in 2.0
Topic: Would it be possible to make it harder to take off armor?
Replies: 35
Views: 10639

Re: Would it be possible to make it harder to take off armor?


That's indeed an original proposition but that sound like a pain to me, sorry but there is this situation sometimes that occurs when you can't put something back because say robots filled your inventory when something was in your cursor. It seem like this may happen whenever you pick up something ...
by buggy123
Wed Aug 07, 2024 3:30 am
Forum: Implemented in 2.0
Topic: Would it be possible to make it harder to take off armor?
Replies: 35
Views: 10639

Re: Would it be possible to make it harder to take off armor?

A simple third option that I didn't see anyone suggest after skimming the thread:

When you remove armor, you get temporary inventory slots .


Say you have 20 stacks of iron gears in your inventory, and when you take off armor 10 of those stacks would spill. Instead of spilling, the 10 extra slots ...
by buggy123
Tue Aug 30, 2022 8:12 pm
Forum: Ideas and Suggestions
Topic: [Optimization] Lamp performance improvement
Replies: 2
Views: 1179

[Optimization] Lamp performance improvement

TL;DR Lamp optimization; change them to work entirely like solar panels to further reduce their performance impact, adjust visuals slightly to accomodate.



Note : This suggestion applies to normal, non-circuited lamps only. Circuited lamps can't be optimized as I am about to suggest and should ...
by buggy123
Sat Aug 27, 2022 10:36 am
Forum: Logistic Train Network
Topic: Automatic wagon slot filtering?
Replies: 1
Views: 2096

Automatic wagon slot filtering?

Tl;Dr: does LTN offer a way to automatically filter wagon slots for each delivery? This would be useful, but I can't find any documentation about it.


Long version:
I recently learned that LTN can do mixed item-type trains, as well as partially filling trains.

This is handy in some cases, but also ...
by buggy123
Sun May 15, 2022 3:59 pm
Forum: Ideas and Suggestions
Topic: Potentially easy chest-behavior performance optimization
Replies: 35
Views: 12112

Re: Potentially easy chest-behavior performance optimization

Going to break this up a bit so I can respond more easily without a wall of text.



To add a special behavior for when the chest contains all of the same simple item and stored compactly, you would need to add (in my estimation):

1. A 2-byte field with the index of the first non-full slot, or 0 ...
by buggy123
Sat May 14, 2022 2:44 pm
Forum: Ideas and Suggestions
Topic: Potentially easy chest-behavior performance optimization
Replies: 35
Views: 12112

Re: [Optimization] Improvement for container insertion logic


First of all, thank you for this great explanation. Most of it I did know, but you showed me some new aspects. How long did it take to make this post? The subject is interesting.

Second: when shrinked to only one item type, this looks like a real improvement.

But I can’t be sure, because in ...
by buggy123
Fri May 13, 2022 6:15 pm
Forum: Ideas and Suggestions
Topic: Potentially easy chest-behavior performance optimization
Replies: 35
Views: 12112

Re: [Optimization] Improvement for container insertion logic


This is a typical case, where adding an index would make things faster. In special cases. 8-)

A) don’t you think the last slot of a chest isn’t already cached? Why? :roll:

B) general usage of index would lead to a very big index compared to the slots if there are many different things in a ...
by buggy123
Wed May 11, 2022 11:05 am
Forum: Ideas and Suggestions
Topic: Potentially easy chest-behavior performance optimization
Replies: 35
Views: 12112

[Optimization] Improvement for container insertion logic

Have containers store two additional numbers: last index of item inserted and last index of item removed. Start iterating item insertion/removal from those, respectively.

If a player or other thing that doesn't play by the 'rules' (iterates from start/end) touches the container, reset the counters ...
by buggy123
Fri Nov 27, 2020 10:09 am
Forum: Modding interface requests
Topic: [1.1.1] Hide character GUI while in a vehicle again?
Replies: 4
Views: 1580

[1.1.1] Hide character GUI while in a vehicle again?

Long story short, I strongly prefer to play with the Spidertron Engineer mod, which basically replaces your character with a spidertron. It does this by locking you inside a spidertron, and disabling all armor, gun, etc recipes so that the spidertron effectively is your character instead.

As such ...
by buggy123
Sun Aug 25, 2019 3:45 am
Forum: Duplicates
Topic: [0.17.66] Walls will stay linked to adjacent water after the water is landfilled
Replies: 2
Views: 1067

Re: [0.17.66] Walls will stay linked to adjacent water after the water is landfilled

Ah, alright, thank you for clearing that up. It's a very minor issue anyway, I was mainly reporting it on the behalf of a friend who was jokingly complaining about it.

Edit: Though, wouldn't it make sense to have that linkage always vanish when a adjacent wall is removed? There's no way in normal ...
by buggy123
Sun Aug 25, 2019 3:25 am
Forum: Duplicates
Topic: [0.17.66] Walls will stay linked to adjacent water after the water is landfilled
Replies: 2
Views: 1067

[0.17.66] Walls will stay linked to adjacent water after the water is landfilled

Stone walls will visually link to adjacent water tiles, similarly to how they link to adjacent walls. However, when this adjacent water tile is removed using landfill, the visual linkage remains and will not disappear until the wall itself is removed and replaced.

See video below for demonstration ...
by buggy123
Thu May 31, 2018 2:30 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 142728

Re: Feedback

Possible issue, ultimate inserters of all types have 40 health on the latest version. Seems like since the trend is better building = faster + more health + more power consumption, they should probably have more health than fast/stack inserters (which have 150/160 respectively).

Maybe it was a typo ...
by buggy123
Thu Jan 18, 2018 10:05 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 184248

Re: [MOD 0.16] Miniloader

I know this supports Bob's faster belts, but does it also support the faster belts from https://mods.factorio.com/mod/UltimateBelts?
by buggy123
Mon Jul 31, 2017 5:33 am
Forum: Bob's mods
Topic: waste disposal.
Replies: 15
Views: 9797

Re: waste disposal.

Genord92 wrote:(cut by mod)
Is... is this a bot? Strange, somewhat out of context message which isn't relevant to the thread, messed up formatting, short message with a link to a website... and this is that account's only post.
by buggy123
Thu Jul 27, 2017 6:15 pm
Forum: Bob's mods
Topic: waste disposal.
Replies: 15
Views: 9797

Re: waste disposal.

Yknow that always kind of bugged me... shouldn't gas vents produce a lot of pollution? ATM they barely produce any at all, while theoretically venting enormous quantities of sulfur dioxide, hydrogen, even just nitrogen would be bad for the enviroment.
if it's anything like earth, the important ...

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