Search found 687 matches

by Oktokolo
Tue Nov 12, 2019 1:45 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 154
Views: 9919

Re: Friday Facts #320 - Color correction

+1 for the enhanced contrast - didn't make sense, that it is always cloudy in the desert.
by Oktokolo
Mon Nov 11, 2019 5:28 pm
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 22
Views: 1345

Re: Do not show no_power_warning icon when using power switch

How would the game distinguish between intentional open switch disconnection and a broken connection creating a network that coincidentally contains an open switch? The power network is a graph of nodes (entities) and edges (wires). If a node can only reach any power provider via a switch, it is a ...
by Oktokolo
Fri Nov 08, 2019 2:42 am
Forum: Technical Help
Topic: Why is my UPS low?
Replies: 16
Views: 380

Re: Why is my UPS low?

Yes, I assumed the CPU would be the primary cause of UPS issues. However, the cpu is only 22% utilized across my entire system, Factorio is not even maxxing out one core. I do not believe the CPU is the problem here. If nothing else is limiting, then context switching and RAM access latencies are t...
by Oktokolo
Tue Oct 08, 2019 11:48 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 7363

Re: Friday Facts #315 - New test servers

Bilka wrote:
Sun Oct 06, 2019 9:15 am
https://www.youtube.com/watch?v=LXnyTZBmfXM
I forgot about that video. Tests seem to be optimized for low memory use by using tiny map sizes. That way it indeed makes a lot of sense to run a lot of them in parallel.
by Oktokolo
Sun Oct 06, 2019 5:12 am
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 7363

Re: Friday Facts #315 - New test servers

That is actually what I hoped they'd do to "discourage" turret creep. Let them have a bit of OOMPH when placed. Let it be folded up like those outrigger leg supports used on heavy vehicles like cranes. Have them appear all folded up, then let us see them unfold their legs from an upright position t...
by Oktokolo
Sun Oct 06, 2019 1:12 am
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 7363

Re: Friday Facts #315 - New test servers

Does the massive ammount of cores in your new CPUs imply, that the game now does significantly benefit from more than four cores? I would have expected single-thread performance and RAM speed to still be the by far most important factors when it comes to Factorio UPS. Also i would have expected Fact...
by Oktokolo
Thu Oct 03, 2019 3:20 pm
Forum: Ideas and Suggestions
Topic: Option for disabling artillery auto target
Replies: 21
Views: 4004

Re: Option for disabling artillery auto target

The only thing is that the artillery wagon is much better than a cargo wagon to transport artillery shells (100 instead of 40). But I won't consider this as a problem. I'd feel sorry for the planet if someone needs THAT MANY shells as fast as possible... As long as the shells are not nukes, a mere ...
by Oktokolo
Thu Oct 03, 2019 3:06 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 29756

Re: Version 0.17.60

voxfer wrote:
Wed Oct 02, 2019 4:03 pm
Also assemblers and guns are (usually?) made by hand, so their complexity was never an issue.
Whenever someone handcrafts an assembler, a robot puppy gets fed to a behemoth worm.
by Oktokolo
Sat Sep 28, 2019 11:16 pm
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 14896

Re: Version 0.17.69

Koub wrote:
Sat Sep 28, 2019 8:41 am
Welcome to the Internet, where anonymity sometimes brings the worst from people. :mrgreen:
...and luckily the vast majority of people are calm and polite. I still experience the cyberspace as beeing way more friendly than the meatspace.
by Oktokolo
Fri Sep 27, 2019 3:53 am
Forum: Gameplay Help
Topic: 1.9k Space Science???
Replies: 13
Views: 505

Re: 1.9k Space Science???

eradicator wrote:
Thu Sep 26, 2019 11:07 pm
Just for the record: "1.9k" could be anything between 1900 and 1999.
I would have expected the display to use rounding towards nearest whole number (not trying to start a debate about 0.5 tie breaking methods).
by Oktokolo
Sat Sep 21, 2019 1:49 pm
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 7497

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

Looks like Ali Jones had to write "something new" about WoW Classic and was not able to find any uncovered trivia about the game itself.
Well, gratis advertising for Factorio in a filler article is still gratis advertising for Factorio...
by Oktokolo
Thu Sep 19, 2019 11:51 pm
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 14896

Re: Version 0.17.69

Added 'allow_burner_leech' to inserter prototypes. If set to true, burner inserters will look in the pickup targets fuel inventory when refueling. Just tested this out on my IR run. I was playing prior to this patch with the burner leech mod. Part of the behavior of that mod was that burners would ...
by Oktokolo
Wed Sep 18, 2019 5:18 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 18258

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

You guys did not understand me. Just dont allow placing a fluid box, unless it is a known scenario, and doesnt mix fluids That is the naive solution, that the dev tried first. But then Boskid showed him, that the problem of prohibiting illegal fluid system layout changes is itself fractal (whenever...
by Oktokolo
Tue Sep 17, 2019 8:28 am
Forum: Balancing
Topic: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!
Replies: 41
Views: 1996

Re: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!

also if the OP never puts stone at maximum value, then he would naturally run out most of the time. (i run out with it at max but i excessively wall off every thing... so i start with a big square but i end up adding more walls in and out as i expand... i probably have 30% of the base made of walls...
by Oktokolo
Tue Sep 17, 2019 1:18 am
Forum: Balancing
Topic: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!
Replies: 41
Views: 1996

Re: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!

the QUICK FIX is to make it 10 stones for a land fill, and a deep water becomes a shallow with 1 fill and a land fill's tile (grass_1 in 0.16) with a second. this could be done easy. (at least compared to adding like 5 states of filled water tiles and remembering their states in the save tile raisi...
by Oktokolo
Mon Sep 16, 2019 3:24 pm
Forum: Mods
Topic: [MOD 0.17.x] Inserter Fuel Leech
Replies: 5
Views: 882

Re: [MOD 0.16.x] Inserter Fuel Leech

It's another one "vanilla, but disabled" feature. Well the logic was just added, and isn't even released yet... Nice. Will happily replace the on-tick teleport logic with that single flag. Having an additional leech-enable flag for recipe ingredients would also be nice. Implementing recipe ingredie...
by Oktokolo
Fri Sep 13, 2019 11:10 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 18258

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I don't care much about having fluid mixing prevention. But i would like to be able to design flexible systems, which change recipes dynamically and use different fluids delivered using a pipe network wich is connected to multiple different fluid sources by pumps of wich only one is enabled at a tim...
by Oktokolo
Tue Sep 10, 2019 3:28 am
Forum: Won't implement
Topic: EnergySource on LoaderPrototype
Replies: 3
Views: 152

Re: EnergySource on LoaderPrototype

I recommend using inserters and make them look like loaders. Inserters have an energy source, interact with vehicles, allow for loaders only occupying one tile, and will keep getting all the love when it comes to UPS optimizations. You could actually just fork Miniloaders or write an extension defin...
by Oktokolo
Mon Sep 09, 2019 10:42 pm
Forum: Modding interface requests
Topic: Show mod license.txt ingame.
Replies: 15
Views: 628

Re: Show mod license.txt ingame.

+1 for displaying the name of a mod's license ingame right between the mod's version and author in the info box. Most authors use the well-known standard licenses. So the license name (wich might also be a link to the actual legalese) should cover over 99.99% of all cases where another content creat...
by Oktokolo
Mon Sep 09, 2019 12:40 am
Forum: General discussion
Topic: Licensing and mod portal
Replies: 90
Views: 3718

Re: Licensing and mod portal

I mean, you do realize that you basically disallowed any content of your mod to be presented / shown on any website that uses advertisement? Youtube, Twitch, Reddit, ... (at least as far as I understand everything written in this thread. I did not read the whole license of your mod.) The CC BY-NC-N...

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