Search found 303 matches

by immibis
Fri Nov 10, 2023 10:38 pm
Forum: Off topic
Topic: Data Oriented Driven ( DOD ) / Bevy game engine
Replies: 11
Views: 2058

Re: Data Oriented Driven ( DOD ) / Bevy game engine

Factorio is using something akin to ECS/DOD, simply because that's what you converge on when you try to make something fast on current hardware. It doesn't follow this strictly and universally, but it does when performance matters, like with the belts and the power grid. One of the FFF blog posts de...
by immibis
Fri Nov 10, 2023 10:36 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 162499

Re: Friday Facts #365 - Future plans

Someone's probably said it already, but an obvious upgrade would be 3D rendering. Might make the game a lot smaller, too. Maybe, but show me a game that can render 30 000 3D objects (instead of sprites) on the same screen. It's a bit late for me to be telling you that any modern graphics card can e...
by immibis
Tue Feb 16, 2021 7:50 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 162499

Re: Friday Facts #365 - Future plans

Someone's probably said it already, but an obvious upgrade would be 3D rendering. Might make the game a lot smaller, too.
by immibis
Tue Apr 16, 2019 6:15 am
Forum: Won't implement
Topic: Raise events by default
Replies: 4
Views: 1456

Re: Raise events by default

Nobody would expect that calling entity.destroy() on a tree would cause their container entity to become invalid but if it raised an event then anything is possible.
In that case, how about raising an event after the current event handler is done?
by immibis
Wed Apr 26, 2017 8:05 am
Forum: General discussion
Topic: Getting rid of alien artifacts is a bad idea
Replies: 74
Views: 26827

Re: Getting rid of alien artifacts is a bad idea

It might seem just as obvious to simply remove the aliens, but the tricky thing is, that games need a variety of mechanics and systems. Not only to keep peoples' engagement, but also to stop the game feeling like a chore. The fact that there is a player character in the game to me seems even more s...
by immibis
Sun May 08, 2016 9:13 am
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 145
Views: 52583

Re: ARM Architecture Server build

If you really did want a minimal server, here's what it would need to do: (Note: without the server running the game, you have little security against hackers) Coordinate new player connections (so when a player connects to the server, they really connect to one of the other players) Periodically do...
by immibis
Sun May 08, 2016 9:11 am
Forum: Ideas and Suggestions
Topic: Announce tech choices in multiplayer
Replies: 5
Views: 2525

Re: Announce tech choices in multiplayer

bobingabout wrote:I still think the solution is to store research progress in the game.forces[].technology[] table with a new .progress variable.
You know the game data isn't actually stored in Lua variables, right?
by immibis
Sun May 08, 2016 9:10 am
Forum: Ideas and Suggestions
Topic: Active provider chest => Trash chest
Replies: 7
Views: 3576

Re: Active provider chest => Trash chest

Trash does not imply the item is destroyed. When I put stuff in my trash can, it is not destroyed. It does imply the item is unwanted, though. In the case of logistics trash slots, you don't want the item right now, even though you don't want it to be destroyed either. In the case of active provider...
by immibis
Sat May 07, 2016 4:05 am
Forum: Ideas and Suggestions
Topic: Another approach to Cable Resistance (with fluid network)
Replies: 27
Views: 9894

Re: Another approach to Cable Resistance

This is how RedPower 2's blutricity worked.

The problem is that you need lots of capacitance - because e.g. all the power you want to draw from a pole in a tick has to be stored in that pole.

But then it takes a really long time for all the poles to charge up/discharge.
by immibis
Wed Oct 21, 2015 6:45 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Long distance pipes and pumps
Replies: 37
Views: 323682

Re: Long distance pipes and pumps

Why do the pumps need to be at right angles? Why not just put them in a line, then connect the inputs and outputs together with pipes?
by immibis
Mon Sep 28, 2015 9:05 am
Forum: General discussion
Topic: Fix Your Netcode!
Replies: 18
Views: 18178

Re: Fix Your Netcode!

dee- wrote:I just don't understand why they have to use UDP, because every "tick" of the game can be sent out, but it does NOT have to be realtime.
Huh, why doesn't it have to be real-time? You do know that the game can't simulate a tick until it's received all the player input for that tick, right?
by immibis
Sun Aug 30, 2015 6:31 am
Forum: Ideas and Suggestions
Topic: Independent day/night cycles for each world
Replies: 8
Views: 6749

Re: Independent day/night cycles for each world

oLaudix wrote:
Wyrm wrote:
oLaudix wrote:How would you plan your solar then?
Carefully. They would require testing, to be sure, but what build doesn't?
Except if you randomize each planet you would have to test it every single time.
So?
by immibis
Wed Aug 19, 2015 9:14 am
Forum: Implemented Suggestions
Topic: New logistic chest Type / Filtered logistic storage chests ☸
Replies: 15
Views: 24832

Re: Filtered logistic storage chests

Are you sure ssilk? This thread was originally for passive provider chests, which have been implemented. Filtered storage chests should probably have a different suggestion thread.
by immibis
Wed Aug 19, 2015 2:03 am
Forum: Railway Setups
Topic: Compact Tileable Train Station
Replies: 8
Views: 22545

Re: Compact Tileable Train Station

Missing a belt just under the top underground belt's exit?
by immibis
Sun Jul 26, 2015 9:33 am
Forum: Ideas and Suggestions
Topic: Water working
Replies: 4
Views: 2677

Re: Water working

PTR2013 wrote:And a small boat of course, to get to the location where you want to build.
Unless you have to use robots to build it.
by immibis
Sat Jul 18, 2015 7:45 am
Forum: News
Topic: Friday facts #95 - 0.12 Release today
Replies: 106
Views: 66794

Re: Friday facts #95 - 0.12 Release today

hitzu wrote:What if to hide rail sleepers under the pavement?
Image
Ooh, fancy.
by immibis
Sat Jul 18, 2015 4:06 am
Forum: News
Topic: Friday facts #95 - 0.12 Release today
Replies: 106
Views: 66794

Re: Friday facts #95 - 0.12 Release today

I noticed you said the circuit network can be connected to the existing storage tanks, pumps and offshore pumps.

That is, there are not separate smart tanks and smart pumps.

Is this a temporary thing, or is this going to be the future direction of the circuit network?
by immibis
Sun Jun 21, 2015 4:08 am
Forum: Ideas and Suggestions
Topic: Self Driving Cars
Replies: 6
Views: 2609

Re: Self Driving Cars

You could build roads and have the cars drive on the roads. But then you've just reinvented more compact trains.
by immibis
Wed May 20, 2015 8:51 am
Forum: Minor issues
Topic: Power production and accumulators
Replies: 1
Views: 4353

Re: Power production and accumulators

Agreed, this is silly and useless.
by immibis
Sun Apr 26, 2015 7:00 am
Forum: Releases
Topic: Version 0.11.22
Replies: 57
Views: 78490

Re: Version 0.11.22

The last bug report link is broken.

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