Search found 167 matches

by pleegwat
Sun Oct 06, 2019 3:26 pm
Forum: Modding interface requests
Topic: Show mod license.txt ingame.
Replies: 15
Views: 537

Re: Show mod license.txt ingame.

First game startup with the mod isn't distribution. I'd rather expect accepting the license when downloading from the mods page, or when installing ingame through the mod manager.
by pleegwat
Fri Sep 20, 2019 4:20 pm
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 6957

Re: Friday Facts #313 - Light at the end of the bug tunnel

Are game developers not allowed to be humans any more?
by pleegwat
Fri Sep 13, 2019 10:27 pm
Forum: Implemented mod requests
Topic: A solution to searching prototypes in natural language
Replies: 20
Views: 586

Re: A solution to searching prototypes in natural language

Problems like this make me think of a different potential solution: Having a distinct UI stage which can read from and send commands to the control stage. Those commands would need to be synchronized across all players, but the UI itself could remain local to each player. Probably isn't feasible in ...
by pleegwat
Fri Sep 06, 2019 6:48 pm
Forum: Modding discussion
Topic: weird problem
Replies: 5
Views: 155

Re: weird problem

The way the game handles >100% yield changed a few weeks ago. You can now actually get multiple times standard yield in that case.
by pleegwat
Fri Sep 06, 2019 6:36 pm
Forum: Modding discussion
Topic: weird problem
Replies: 5
Views: 155

Re: weird problem

Is this on infinite ore with >100% yield?
by pleegwat
Mon Jul 29, 2019 5:28 pm
Forum: Modding interface requests
Topic: Changing LuaCustomChartTag::position to writable? Or?
Replies: 2
Views: 81

Re: Changing LuaCustomChartTag::position to writable? Or?

How about before replacing the new tag, check if it is already chunk-aligned?
by pleegwat
Sun Jul 28, 2019 5:16 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 45937

Re: Friday Facts #305 - The Oil Changes

I feel maybe it would be better for the first time the player runs into a multi-output recipe to be on something which produces items rather than fluid, so the blockage is immediately visible on belts. I don't have any ideas for where to add it though.
by pleegwat
Sat Jul 27, 2019 8:54 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 45937

Re: Friday Facts #305 - The Oil Changes

I believe it is very common in Factorio to have to rebuild things, because the player did not expect some things to be needed later, or unlocked a more efficient way to do something (better belts, beacons, logistic robots), or the amount of for example electronic or advanced circuits they will need...
by pleegwat
Wed Jul 17, 2019 8:08 pm
Forum: Ideas and Requests For Mods
Topic: Turn wood into crude oil
Replies: 38
Views: 970

Re: Turn wood into crude oil

To vanilla balance, this would be a problem unless wood cannot turn into heavy oil. The reason is that an initial supply of heavy oil is required to bootstrap coal liquefaction. Wood itself is scarce, and pre-oil gathering it is a manual process, hence you're probably just going to use it to get som...
by pleegwat
Fri Jun 14, 2019 5:09 pm
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 9219

Re: Friday Facts #299 - Everything is more complex than expected

As someone who has worked on and around railroads for most of my life; The way you had it was the "correct" way to do it. The "error" you're trying to fix is due to poor track signal design and not due to a programming error or deficiency in the game. That's a problem that would be seen in the real...
by pleegwat
Sun Jun 09, 2019 9:34 pm
Forum: Releases
Topic: Version 0.17.47
Replies: 18
Views: 7216

Re: Version 0.17.47

As I recall new fluid as a number of weird harmonics, circular flows, etc. which are a bit more realistic than they want in the game.
by pleegwat
Wed Jun 05, 2019 6:37 pm
Forum: Modding help
Topic: Storing/Retrieving time resolved data
Replies: 3
Views: 101

Re: Storing/Retrieving time resolved data

I'd pre-aggregate by truncating the timestamps to the desired resolution. So the first tick in the minute, you just store the current count and store a number of samples (of 1) for that minute. The second tick, you add the current count to the saved count and increment the number of samples in that ...
by pleegwat
Sat Jun 01, 2019 2:30 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 15845

Re: Friday Facts #297 - New resource icons

For the random ore, how about using smaller footprint icons? Only have one or two chunks of ore per icon in the 'random' version of the icon, and use a denser 4/5 chunk icon in inventory/chests where they represent a stack.
by pleegwat
Fri May 31, 2019 8:16 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 15845

Re: Friday Facts #297 - New resource icons

It looks to me like only the North>East and E>N turns have the problem. The S>E and E>S turns look fine. There's no W belts in the graphic though, so they may have the problem too. Southward belts will have the lead item on top. Northward belts will have the follower item on top. Depending on what ...
by pleegwat
Fri May 31, 2019 3:52 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 15845

Re: Friday Facts #297 - New resource icons

catma wrote:
Fri May 31, 2019 3:40 pm
P.S.: new launch deserves new merch. The "now or never" for fridge magnets, backpacks, and hammers is soon!!
Wouldn't pickaxes make more sense than hammers?

How about toolbelts?
by pleegwat
Sat May 18, 2019 11:34 am
Forum: Ideas and Requests For Mods
Topic: Future idea - Pre Industrial Realism.
Replies: 20
Views: 633

Re: Future idea - Pre Industrial Realism.

I'd imagine the steam-powered inserters to include a passthrough steam connection, so the steam pipe occupies the same tile space as the inserters themselves. This removes the need to carry a coal lane on the belt, as well as the need to insert coal into output burner inserters.
by pleegwat
Sat May 18, 2019 11:26 am
Forum: Ideas and Requests For Mods
Topic: Future idea - Pre Industrial Realism.
Replies: 20
Views: 633

Re: Future idea - Pre Industrial Realism.

Rather than adding a workforce, I'd suggest using steam as a power transfer mechanism. This would mean the boiler is available, but the steam engine is not, and instead steam inserters and steam assemblers have a fluid fuel input which takes steam. I expect this will be more steampunky and less horr...
by pleegwat
Tue May 07, 2019 8:14 pm
Forum: Modding help
Topic: Possible to add value to tile on chunk creation?
Replies: 8
Views: 283

Re: Possible to add value to tile on chunk creation?

How about instead just defining a a bunch of tile types for different water depths? And then either deduct the correct amount of landfill based on the tile, or have each application of landfill reduce the depth by 1. This would start consuming too many tile types if you want hundreds of possible dep...
by pleegwat
Sun Apr 07, 2019 7:23 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 136
Views: 15221

Re: Friday Facts #289 - Character GUI

Infinite research for request/trash slots doesn't make sense, as there is no point to having more trash slots than the number of items in the game, or more request slots than inventory slots.
by pleegwat
Sat Apr 06, 2019 1:06 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 136
Views: 15221

Re: Friday Facts #289 - Character GUI

Regarding request/trash thresholds, how about adding inequality signs to indicate the meaning of the threshold?

For a request, write ≥50. For trash, write ≤200. If both are set, write both. If they are set to the same value, merge them and write =100.

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