As much as I like hydrodynamics simulators, Factorio gameplay just doesn't benefit from simulating every little piece of pipe, while the performance impact is huge.
The main reasons I stopped playing on our megabase are pipe performance and solar panels. We ...
I actualy disagree with this. I think that the higher the granularity the better. It allows someone to get only what they really need at one point in time or another. Honestly, I would not be against MORE granularity in most cases. The only exception possibly being modules. You dont really get too ...
People only ask for a research queue because the granularity of techs is too high. Fix the issue, not the symptom!
For example, on the oil and train stuff. It's like every little item or recipe has its own research. Just group them together! Who cares about the option of saving a tiny but of ...
It seems to me you implemented a particle system, and articles about particle systems were great source of information for us, but we have needs for more generic sprite drawing. For example we need to be able to control per sprite scale (independently for x and y axis), rotation, arbitrary cut-out ...
I'm confused how all this detailed performance knowledge is going on and then the topic is performance on 25k sprites.
I don't really know performance details like in posila's first reply, but I wrote a sprite renderer in OpenGL 4.3 and F# that can render a mix of hundreds of thousands of CPU ...
Devs, this isn't the right perspective on the issue! The late-game is solely about optimizing CPU performance and player clicks, while in-game costs aren't even a concern!
It's borderline impossible to balance logistics features if everyone hates the main late-game types of cost you have. If you ...
Whoa! I'm late to the party, eh? I hope a dev still reads this.
Yes, bots are overpowered compared to belts. Yes, some recipes are pointlessly complex and do not add to the game. But yes, removing the logistics network would be overkill.
I'm not sure whether the alternate world without logistic ...
Thanks for addressing the lazy bot issue; even as "mostly a belter" that was causing trouble. I'll try .16.14 today, let's see how it goes now!
Thanks @ PacifyerGrey for spreading Twinsen's update on compression, I had missed that. Makes me optimistic that 0.16 belts will change for the better ...
What about nerfing standard train car storage too? It always struck me as odd that most trains in Factorio only have 1 or maybe 2 cars. Real life trains can have 100+ cars easily! Making the player have longer trains matches better what a train should be, IMO. Right now they're sorta like semi ...
Yay @sideloading and inserter compression! :D My personal favorite had miners compress too, for consistency, since they appear to be sideloading. But I'm not gonna storm the barricades about that, sideloading and stack inserters were the big ones. If this works out, belts should be all beautiful ...
But do consider this: would you be ok with the decision to make the standard cargo wagons one inventory type only, just because the numbers in the inventory grid were overlapping(based on what information we've been given on the subject)? I wouldn't. I wouldn't want have a supply train of 15 ...
Good choice! Though I feel for people whose factories malfunction and need pipe cleaning.
Don't cry for minor features that complicate development for little gain! Factorio is a big game; making cuts to make room for more useful features is a virtue. Separated fluid wagons were a solution without a ...
(...) most inserters shouldn't automatically compress. Most. But STACK inserters should. They are expensive, resource intensive, and they way they work (dropping a constant stream of items onto a belt) really suggests that they should be able to fill those gaps. It's just good gameplay.
This nerfing of belts, combined with the constant buffing of bots (and trains), is resulting in a late-game where flying things around competes with the throughput of a conveyor belt! It feels like on every hard belt problem, the game is telling me ...