Search found 303 matches
- Fri Nov 10, 2023 10:38 pm
- Forum: Off topic
- Topic: Data Oriented Driven ( DOD ) / Bevy game engine
- Replies: 11
- Views: 6203
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...
- Fri Nov 10, 2023 10:36 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 185331
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...
- Tue Feb 16, 2021 7:50 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 185331
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.
- Tue Apr 16, 2019 6:15 am
- Forum: Won't implement
- Topic: Raise events by default
- Replies: 4
- Views: 1749
Re: Raise events by default
In that case, how about raising an event after the current event handler is done?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.
- Wed Apr 26, 2017 8:05 am
- Forum: General discussion
- Topic: Getting rid of alien artifacts is a bad idea
- Replies: 74
- Views: 30819
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...
- Sun May 08, 2016 9:13 am
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 163
- Views: 66945
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...
- Sun May 08, 2016 9:11 am
- Forum: Ideas and Suggestions
- Topic: Announce tech choices in multiplayer
- Replies: 5
- Views: 2872
Re: Announce tech choices in multiplayer
You know the game data isn't actually stored in Lua variables, right?bobingabout wrote:I still think the solution is to store research progress in the game.forces[].technology[] table with a new .progress variable.
- Sun May 08, 2016 9:10 am
- Forum: Ideas and Suggestions
- Topic: Active provider chest => Trash chest
- Replies: 7
- Views: 4024
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...
- Sat May 07, 2016 4:05 am
- Forum: Ideas and Suggestions
- Topic: Another approach to Cable Resistance (with fluid network)
- Replies: 27
- Views: 11639
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.
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.
- Wed Oct 21, 2015 6:45 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Long distance pipes and pumps
- Replies: 37
- Views: 340426
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?
- Mon Sep 28, 2015 9:05 am
- Forum: General discussion
- Topic: Fix Your Netcode!
- Replies: 18
- Views: 19231
Re: Fix Your Netcode!
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?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.
- Sun Aug 30, 2015 6:31 am
- Forum: Ideas and Suggestions
- Topic: Independent day/night cycles for each world
- Replies: 8
- Views: 7310
Re: Independent day/night cycles for each world
So?oLaudix wrote:Except if you randomize each planet you would have to test it every single time.Wyrm wrote:Carefully. They would require testing, to be sure, but what build doesn't?oLaudix wrote:How would you plan your solar then?
- Wed Aug 19, 2015 9:14 am
- Forum: Implemented Suggestions
- Topic: New logistic chest Type / Filtered logistic storage chests ☸
- Replies: 15
- Views: 26428
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.
- Wed Aug 19, 2015 2:03 am
- Forum: Railway Setups
- Topic: Compact Tileable Train Station
- Replies: 8
- Views: 23461
Re: Compact Tileable Train Station
Missing a belt just under the top underground belt's exit?
- Sun Jul 26, 2015 9:33 am
- Forum: Ideas and Suggestions
- Topic: Water working
- Replies: 4
- Views: 3170
Re: Water working
Unless you have to use robots to build it.PTR2013 wrote:And a small boat of course, to get to the location where you want to build.
- Sat Jul 18, 2015 7:45 am
- Forum: News
- Topic: Friday facts #95 - 0.12 Release today
- Replies: 106
- Views: 73095
Re: Friday facts #95 - 0.12 Release today
Ooh, fancy.hitzu wrote:What if to hide rail sleepers under the pavement?
- Sat Jul 18, 2015 4:06 am
- Forum: News
- Topic: Friday facts #95 - 0.12 Release today
- Replies: 106
- Views: 73095
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?
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?
- Sun Jun 21, 2015 4:08 am
- Forum: Ideas and Suggestions
- Topic: Self Driving Cars
- Replies: 6
- Views: 3045
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.
- Wed May 20, 2015 8:51 am
- Forum: Minor issues
- Topic: Power production and accumulators
- Replies: 1
- Views: 4614
Re: Power production and accumulators
Agreed, this is silly and useless.
- Sun Apr 26, 2015 7:00 am
- Forum: Releases
- Topic: Version 0.11.22
- Replies: 57
- Views: 81976
Re: Version 0.11.22
The last bug report link is broken.