Search found 25 matches
- Mon Nov 18, 2024 8:05 pm
- Forum: Ideas and Suggestions
- Topic: Combat robot lifespan should scale with quality
- Replies: 0
- Views: 72
Combat robot lifespan should scale with quality
TL;DR Higher quality combat robots should last longer than lower quality ones. What? Today, quality combat robots get better health and damage with higher quality tiers (though damage is not listed on the wiki at the moment ). In addition to these benefits, quality could also increase the robot lif...
- Mon Nov 18, 2024 5:34 pm
- Forum: Wiki Talk
- Topic: [wiki] Quality combat robots doing more damage is not listed on wiki
- Replies: 0
- Views: 103
[wiki] Quality combat robots doing more damage is not listed on wiki
The wiki shows that quality combat robots have more health, but does not show that they do more damage (they do). This applies to Defender, Distractor, and Destroyer capsules. The wiki should show how much damage quality robots do for each quality level. https://wiki.factorio.com/Defender_capsule ht...
- Tue Aug 13, 2024 7:15 am
- Forum: Ideas and Suggestions
- Topic: Staged blueprints should place upgrade orders
- Replies: 0
- Views: 206
Staged blueprints should place upgrade orders
TL;DR Staged blueprints that would place a compatible upgrade of an existing entity should mark that entity for upgrading instead of blocking placement or requiring super force building. What ? It's fairly common to make a series of compatible blueprints that are designed to be stamped on top of on...
- Tue Aug 13, 2024 7:06 am
- Forum: This Forum
- Topic: Add "Clipboard Image" phpBB Ext
- Replies: 7
- Views: 657
Re: Add "Clipboard Image" phpBB Ext
Awesome thank you!
- Mon Aug 12, 2024 1:27 am
- Forum: This Forum
- Topic: Add "Clipboard Image" phpBB Ext
- Replies: 7
- Views: 657
Add "Clipboard Image" phpBB Ext
Hi! It would be much easier to add screenshots as attachments if the forum supported pasting images from the clipboard. The popular phpBB extension Clipboard Image (23k downloads) claims to add this capability to phpBB forums like this one. The browser feature that enables this is now widely support...
- Sat Sep 30, 2023 4:51 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 105713
Re: Friday Facts #378 - Trains on another level
But the one thing I absolutely hate is that it seems like the rail support having a different hitbox depending on whether or not its rotation is directly along the X and Y axis or somewhere in the middle (looking at the picture with the different rotations of the support). Should imho just be a sol...
- Fri Sep 29, 2023 11:20 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 105713
Re: Friday Facts #378 - Trains on another level
So who's gonna make the first diverging diamond train crossing?
- Mon Aug 17, 2020 9:13 am
- Forum: Duplicates
- Topic: Construction bots in spidertron with no gunner aren't scheduled reliably
- Replies: 1
- Views: 769
Construction bots in spidertron with no gunner aren't scheduled reliably
When you have a large number of ghost items (say to place landfill or concrete) a Spidertron directed by remote with roboports, bots, charge, and inventory in Trunk will only sporadically/inconsistently send construction bots to place items on top of ghosts. "sporadically/inconsistently" m...
- Mon Aug 17, 2020 7:30 am
- Forum: Resolved Problems and Bugs
- Topic: Can't shift+right/left click to copy-paste Spidertron settings
- Replies: 1
- Views: 5937
Can't shift+right/left click to copy-paste Spidertron settings
Shift+Right Click on one Spidertron then Shift+Left Click on another does not copy Trunk filters, Color, Name, or Auto targeting settings from the first onto the second. I would expect it to do this for Trunk filters because it works for cars, tanks and traincars; as well as color settings because c...
- Sun May 05, 2019 8:57 am
- Forum: Gameplay Help
- Topic: Train stops at chain signal - [resolved]
- Replies: 2
- Views: 1446
Re: Train stops at chain signal - [resolved]
Ah my train stacker is signalled incorrectly. For train stackers you need a single chain signal feeding into a set of normal signals where trains park, and chain signals on exits. I had these backwards.
Edit: jockeril, I just missed your post with mine, but that was it. Thanks!
Edit: jockeril, I just missed your post with mine, but that was it. Thanks!
- Sun May 05, 2019 8:24 am
- Forum: Gameplay Help
- Topic: Train stops at chain signal - [resolved]
- Replies: 2
- Views: 1446
Train stops at chain signal - [resolved]
Maybe I'm confused, but doesn't a chain signal prevent trains from stopping at it? My understanding is that the train has to have an open normal signal ahead for it to actually path through a chain signal. I thought I understood train signals pretty well but this one is baffling me. If I'm just craz...
- Wed May 30, 2018 6:29 pm
- Forum: Ideas and Suggestions
- Topic: Fluid Calculation Algorithm Optimization Proposal
- Replies: 5
- Views: 3121
Re: Fluid Calculation Algorithm Optimization Proposal
Yes actually that why I posted this. If they're experimenting with different options, now is probably the best time to present a possible solution.
- Tue May 29, 2018 9:58 pm
- Forum: Ideas and Suggestions
- Topic: Fluid Calculation Algorithm Optimization Proposal
- Replies: 5
- Views: 3121
Re: Fluid Calculation Algorithm Optimization Proposal
Edit: Me whinging with no context. Feel free to ignore. So coming back and re-reading this post I realized a couple things. This is literally a data structure/algorithm design document. By the post alone, the best even the devs could say is that it has some neat ideas, but it would need to be implem...
- Sun May 20, 2018 2:33 am
- Forum: Ideas and Suggestions
- Topic: Fluid Calculation Algorithm Optimization Proposal
- Replies: 5
- Views: 3121
Re: Fluid Calculation Algorithm Optimization Proposal
It works fine. As in, it can work just like it does now. But I've also added a fix for multiple fluid types where the type with less fluid is pushed back (see my last FAQ question, if you can make sense of it). Looking closer at your links (very relevant, thank you!), this is more of a very strong o...
- Sun May 20, 2018 1:27 am
- Forum: Ideas and Suggestions
- Topic: Fluid Calculation Algorithm Optimization Proposal
- Replies: 5
- Views: 3121
Fluid Calculation Algorithm Optimization Proposal
I have an idea for a new fluid box update algorithm that I think has some nice properties that could make it faster. In general, I think the current idea of simulating fluids on a per-tile basis can be optimized to the point where it's not a bottleneck and we can fix some quirks along the way. Updat...
- Fri Feb 02, 2018 1:55 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.16.21]Circumventing prod module restriction using beacons
- Replies: 7
- Views: 5322
Re: [wheybags][0.16.21]Circumventing prod module restriction using beacons
You shouldn't be able to put productivity modules into beacons at all.
I just tried in 0.16.21 vanilla, and there is no way to put productivity modules in the beacon.
Are you sure this isn't an issue with a mod you have installed?
I just tried in 0.16.21 vanilla, and there is no way to put productivity modules in the beacon.
Are you sure this isn't an issue with a mod you have installed?
- Fri Nov 24, 2017 9:39 pm
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 36039
Re: Friday Facts #218 - Import bpy, Export player
Well that's why rendering is using so much memory, silly. One of those textures is huge!
- Fri Sep 22, 2017 8:37 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 60304
Re: Friday Facts #209 - Optimisation is a way of life
My goal would be to make all smoke immutable . It's current state is directly calculated from starting state and current tick, and only for the rendered region; it's never updated until it's removed. This would turn a read/write loop on the whole map into a read-only loop (+some calculations) in jus...
- Fri Sep 22, 2017 7:48 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 60304
Re: Friday Facts #209 - Optimisation is a way of life
I've been thinking about smoke. Is there any reason why smoke needs to be ticked at all? Just store a static list of smoke start location (x,y in chunk) and tick number that it was placed there (which could be as low as 4 bytes per entity). All the logic can be in the render function: smoke age = cu...
- Fri Mar 03, 2017 4:11 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 74265
Re: Friday Facts #180 - Map interaction
"Dude, where's my car?" - stootachtig Labels on blueprints? It would be nice to make labels part of a blueprint so that if you constructed many of them they would all be labeled automatically instead of having to be labeled manually. Opacity slider for pollution? I'd like to keep an eye o...