Search found 25 matches

by infogulch
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...
by infogulch
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...
by infogulch
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...
by infogulch
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!
08-13-2024, 02-06-13.png
08-13-2024, 02-06-13.png (13.8 MiB) Viewed 477 times
by infogulch
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...
by infogulch
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...
by infogulch
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?
by infogulch
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...
by infogulch
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...
by infogulch
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!
by infogulch
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...
by infogulch
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.
by infogulch
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...
by infogulch
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...
by infogulch
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...
by infogulch
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?
by infogulch
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

FasterJump wrote:
FFF-218 wrote:
factorio___.png
Artifacts confirmed!
Β 
Well that's why rendering is using so much memory, silly. One of those textures is huge!
by infogulch
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...
by infogulch
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...
by infogulch
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...

Go to advanced search