Search found 64 matches
- 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 ...
- 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 ...
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 ...
- 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 ...
A second option would be to allow planners to ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
Note : This suggestion applies to normal, non-circuited lamps only. Circuited lamps can't be optimized as I am about to suggest and should ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
If a player or other thing that doesn't play by the 'rules' (iterates from start/end) touches the container, reset the counters ...
- 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 ...
As such ...
- 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 ...
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 ...
- 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 ...
See video below for demonstration ...
- 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 ...
Maybe it was a typo ...
- 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?
- Mon Jul 31, 2017 5:33 am
- Forum: Bob's mods
- Topic: waste disposal.
- Replies: 15
- Views: 9797
Re: waste disposal.
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.Genord92 wrote:(cut by mod)
- 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 ...
if it's anything like earth, the important ...