Search found 771 matches

by Oktokolo
Thu Feb 27, 2020 7:24 am
Forum: Ideas and Suggestions
Topic: Super Radar and Nuclear ICBMs or why uranium needs balancing
Replies: 4
Views: 82

Re: Super Radar and Nuclear ICBMs or why uranium needs balancing

Cribbit wrote:
Wed Feb 26, 2020 11:28 pm
Radar distance research sounds neat. If there isn't a mod for that already I can look into making that.
Of course there is a mod for that.
by Oktokolo
Thu Feb 27, 2020 6:31 am
Forum: Gameplay Help
Topic: Blueprints... What am I doing wrong?
Replies: 9
Views: 262

Re: Blueprints... What am I doing wrong?

There shouldn't be irrevocable or annoying to undo things in nowadays, otherwise there is an UI/UX flaw. It should still be possible to finally get rid of a save or blueprint. And with finally i mean irrevocably. Being able to delete what is not needed anymore is not a UX flaw - being able to do it...
by Oktokolo
Wed Feb 26, 2020 8:41 am
Forum: Gameplay Help
Topic: Blueprints... What am I doing wrong?
Replies: 9
Views: 262

Re: Blueprints... What am I doing wrong?

There shouldn't be irrevocable or annoying to undo things in nowadays, otherwise there is an UI/UX flaw. It should still be possible to finally get rid of a save or blueprint. And with finally i mean irrevocably. Being able to delete what is not needed anymore is not a UX flaw - being able to do it...
by Oktokolo
Wed Feb 26, 2020 12:06 am
Forum: Gameplay Help
Topic: Blueprints... What am I doing wrong?
Replies: 9
Views: 262

Re: Blueprints... What am I doing wrong?

Updating blueprints is indeed painfully unergonomic. But if i remember correctly, it is already on their list. I never deleted a blueprint or book accidentally - but irrevocable (or annoying to undo) actions should never be one-click immediate in any UI. It should require two clicks either on differ...
by Oktokolo
Tue Feb 25, 2020 6:45 am
Forum: Modding help
Topic: Lifecycle, callbacks, and inter-mod communication
Replies: 7
Views: 109

Re: Lifecycle, callbacks, and inter-mod communication

Just because nobody linked it yet: Data Lifecycle global is writable in on_configuration_changed - wich is the latest of the mod "initialization" events. So if you want to write to global before the player may trigger any events, you have to do it there. If that does not suffice, there is always the...
by Oktokolo
Tue Feb 25, 2020 5:17 am
Forum: General discussion
Topic: Is using other people’s blueprints cheating?
Replies: 12
Views: 799

Re: Is using other people’s blueprints cheating?

Whether it is cheating depends on what game you are playing. There are a lots of Factorios. If your game is not about inventing the building blocks of your factory from the ground up - then it is not cheating if you make sure that you don't have to. If your game does not contain the need to defend, ...
by Oktokolo
Tue Feb 25, 2020 5:07 am
Forum: Modding interface requests
Topic: [0.18.8] - 1x1 Loaders doesn't support speed 240 items/second
Replies: 5
Views: 150

Re: [0.18.8] - 1x1 Loaders doesn't support speed 240 items/second

The ideal loader would be Miniloader - just implemented in the engine instead of emulated by two ultrafast inserters.
by Oktokolo
Tue Feb 25, 2020 4:56 am
Forum: Ideas and Suggestions
Topic: Car Improvements
Replies: 14
Views: 289

Re: Car Improvements

The car is just too realistic. It steers like a real car with cursor keys instead of a steering wheel. The car should turn like the tank. It should also accellerate and break faster. An entity GUI setting and hotkeys for limiting maximum speed would also be nice. The partially burnt fuel should not ...
by Oktokolo
Mon Feb 24, 2020 11:01 pm
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 24
Views: 2812

Re: [One Line Suggestions]

Raiguard wrote:
Mon Feb 24, 2020 5:46 pm
- Ability to mark a mod as a "library mod" that doesn't show up in searches or on the front page, but can be used as a dependency
But mod developers might want to search for them before implementing complicated stuff themselves.
by Oktokolo
Mon Feb 24, 2020 4:34 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 55
Views: 4706

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

Two ways come to mind when I think about making biters more effective without adding some evolved AI. The one would be to have infiltration biters, ones that take into account turret ranges when pathfinding. The other one would be to have biters that target essential infrastructure like power lines...
by Oktokolo
Sun Feb 23, 2020 8:08 pm
Forum: Not a bug
Topic: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?
Replies: 8
Views: 168

Re: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?

The UI rounds symmetrical while signals are rounded down, so this is working correctly. Looks like a user experience bug to me. Circuit network UI and fluid tank UI (and all the other UIs too) should use the same rounding algorithm for number display. This goes as far back as fluids exist, every po...
by Oktokolo
Sun Feb 23, 2020 2:47 pm
Forum: Not a bug
Topic: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?
Replies: 8
Views: 168

Re: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?

Loewchen wrote:
Sun Feb 23, 2020 2:22 pm
The UI rounds symmetrical while signals are rounded down, so this is working correctly.
Looks like a user experience bug to me. Circuit network UI and fluid tank UI (and all the other UIs too) should use the same rounding algorithm for number display.
by Oktokolo
Sat Feb 22, 2020 4:23 pm
Forum: Mods
Topic: Simon's Lights / no night darkness
Replies: 3
Views: 51

Re: Simon's Lights / no night darkness

Someone asked for an update for Simon's Lights nine months ago and got no answer. But the mod is MIT licensed and looks like it is trivial to update. So you could fork it, change the info.json, test whether anything broke and publish the updated fork on the mod portal. Should be an easy entrance int...
by Oktokolo
Sat Feb 22, 2020 4:23 am
Forum: Outdated/Not implemented
Topic: [0.17.79] Please please please let electric poles be rotated
Replies: 34
Views: 506

Re: [0.17.79] Please please please let electric poles be rotated

eradicator wrote:
Fri Feb 21, 2020 5:42 pm
Oh, btw, substations actually violate the scheme for three of four rotations:
That probably is a (minor) bug.
by Oktokolo
Sat Feb 22, 2020 4:10 am
Forum: Ideas and Suggestions
Topic: Lubricant: The only Flaw in the Fluid System.
Replies: 62
Views: 1084

Re: Lubricant: The only Flaw in the Fluid System.

But that’s exactly the point: if you regulate the flow of heavy/light oil cracking it’s not possible that heavy oil goes out. As i understand the problem, there is no science going on (maybe waiting for rocket science being build), power production is already post burner tech, and either upgrading ...
by Oktokolo
Fri Feb 21, 2020 1:14 pm
Forum: Ideas and Requests For Mods
Topic: Double Inserter
Replies: 8
Views: 186

Re: Double Inserter

But if you are already willing to double your inserter count - why not go for gold and get full-belt throughput with the Miniloader ... Those loaders look like a cheat. True factorians use steam diesel mad arms 8-) If it feels too cheaty, you can always add some DivOresity to compensate.
by Oktokolo
Fri Feb 21, 2020 1:04 pm
Forum: Outdated/Not implemented
Topic: [0.17.79] Please please please let electric poles be rotated
Replies: 34
Views: 506

Re: [0.17.79] Please please please let electric poles be rotated

I don't see this as ever happening. Electric poles don't have a saved direction and there's zero gameplay benefit to make them have one. It would increase memory usage, save file size, save time, and load time. All for a purely cosmetic reason. I am so happy, that decoratives are already in the gam...
by Oktokolo
Fri Feb 21, 2020 12:56 pm
Forum: Duplicates
Topic: [0.17.79] Inserters drop contents even when disabled (or unpowered)
Replies: 10
Views: 166

Re: [0.17.79] Inserters drop contents even when disabled (or unpowered)

5thHorseman wrote:
Fri Feb 21, 2020 10:44 am
You know, the real ones.
Factorio's inserters are as realistic as flying pigs. And that is a good thing as real world inserters do not even have a fraction of that optical recognition power, that Factorio inserters exhibit.
by Oktokolo
Fri Feb 21, 2020 12:07 pm
Forum: Ideas and Requests For Mods
Topic: Double Inserter
Replies: 8
Views: 186

Re: Double Inserter

The inserter logic itself is not modable. So double-handed inserters are probably implemented by placing two inserters above each other.
But if you are already willing to double your inserter count - why not go for gold and get full-belt throughput with the Miniloader...
by Oktokolo
Fri Feb 21, 2020 6:00 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 64475

Re: Parrallel processing in games & applications

For example space and bracket parsing was done with unconditional commands like AND/OR/Shift logic. With enough bit banging, direct statements can behave in conditional ways I guess. Then they started going into the weird commands, for example there are instructions that can do multiple additions i...

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