Search found 229 matches
- Sat Apr 06, 2024 2:13 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 137
- Views: 14674
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I think I want an even bigger rocket silo that has enough space for two construction bays and a launch tube and that logically rotates a new rocket into position. Perhaps have the new rocket slide 'north' into the launch tube and then get raised into the launch position? On the other hand, perhaps a...
- Sat Apr 06, 2024 1:35 pm
- Forum: Ideas and Suggestions
- Topic: What if Lubricant was needed for the big mining drill?
- Replies: 13
- Views: 935
Re: What if Lubricant was needed for the big mining drill?
I'd suggest 'cutting fluid', mostly a mix of lubricant and water; the lubricant sticks to the ore, and the water boils off. A quick search suggests stone cutting just uses water. Perhaps as an upgrade, have supplying lubricant/water improve speed/power/pollution but result in dirtier ore? Actually, ...
- Sat Apr 06, 2024 1:22 pm
- Forum: Ideas and Suggestions
- Topic: Server: automatically pause when a new player is joining
- Replies: 13
- Views: 4050
Re: Server: automatically pause when a new player is joining
It strikes me that the best way to do what is desired is to have a mod record the UPS of the slowest client and configure the server to always run at that speed unless an admin changes things around. It would have the (possibly dubious) advantage that UPS would be nearly constant, with the tradeoff ...
- Sat Apr 06, 2024 1:00 pm
- Forum: Ideas and Suggestions
- Topic: Can't use Shavian alphabet to name train stations.
- Replies: 2
- Views: 362
Re: Can't use Shavian alphabet to name train stations.
The usual idea is to have a set of fallback fonts covering all Unicode characters.
I also believe there are open/free fonts that could be bundled with Factorio that cover all current glyphs.
That said, most glyphs are covered by the OS fonts, with a notable exception of country flags.
I also believe there are open/free fonts that could be bundled with Factorio that cover all current glyphs.
That said, most glyphs are covered by the OS fonts, with a notable exception of country flags.
- Sat Apr 06, 2024 12:48 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 153
- Views: 54792
Re: ARM Build
I'd expect a headless build for the M1/M2; I don't think the Switch has much performance to spare, plus it's not really set up to work as a server. Theoretically, a headless server binary for Apple Silicon should run on Darwin on Hyper-V/Windows or KVM/Linux on ARM. I wonder if you can run Darwin on...
- Sat Apr 06, 2024 12:30 pm
- Forum: Outdated/Not implemented
- Topic: Multithreading by surface
- Replies: 8
- Views: 763
Run large multi-surface maps across a local cluster.
TL/DR To efficiently use multiple-core processors in Factorio 2.0, where we expect to have multiple large surfaces, it might be a performance win to split the save across a local cluster of Factorio servers managed via the GUI. What? Something like a built-in clusterio cluster, launched by the GUI,...
- Sat Apr 06, 2024 11:50 am
- Forum: Frequently Suggested / Link Collections
- Topic: Game Save File and -Speed Related Suggestions
- Replies: 19
- Views: 7659
Re: Game Save File and -Speed Related Suggestions
I wonder how tricky it might be to (on Windows (which can't fork) with WSL2): Install a Factorio server in wsl2 When you load a save (in the GUI) load your save in the server and connect to it The local server in WSL2 works just fine, I believe; what's missing is doing the steps automatically from t...
- Sat Mar 02, 2024 4:11 am
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 12012
Re: Friday Facts #400 - Chart search and Pins
It would be nice to have a UI to hide/show alerts rather than console commands. I imagine it would want to be per-planet, or perhaps even per-alert, in the case of having a huge wall constantly under attack somewhere. I'm guessing that alert/tag consolidation will work similarly to resource patches;...
- Fri Feb 16, 2024 1:07 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 24466
Re: Friday Facts #398 - Fulgora
An interesting mechanic would be if your grid would need empty storage capacity for the energy to go to otherwise the lightning rod gets damaged. I'd expect basic lightning rods that just ground the strike, with an advanced version capable of power cspture. Perhaps the ability to toggle lightning c...
- Fri Feb 16, 2024 1:00 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 24466
Re: Friday Facts #398 - Fulgora
having some sprites showing the wind blowing over the plains The description mentioned sand carried in the wind, so perhaps something like film grain that moves with the wind might look good. Thinking about it a little, sandstorms imply you need different sprites for Fulgora; they wouldn't have the...
- Fri Feb 02, 2024 11:38 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 13361
Re: Friday Facts #396 - Sound improvements in 2.0
Ooh, the wind whistling through the trees when they're thinly spread? A more whistly and less rustly sound for wind in dying trees? Wind whistling through the factory ? Some night sounds that get blocked by lights, and some that don't? Hmm. Alien critters that get startled and fly away from sudden s...
- Fri Jan 19, 2024 1:32 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 46023
Re: Friday Facts #393 - Putting things on top of other things
I wonder how it would look if items on belts were offset randomly from the center of the lane instead of perfectly centered; that would add some easily visible low-frequency noise to items on belts. Another thought could be to add random noise (something like a 'film grain' shader, but tied to the i...
- Sun Dec 10, 2023 9:35 am
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 24706
Re: Friday Facts #388 - Smaller things for 2.0
Regarding the number parsing... I'm surprised nobody mentioned this before, but the most interesting activity about this for me would be trying to break the game via code injection . Who knows, naybe there's a CVE lurking around the corner ;) Why? Why break into a program on your own computer? You ...
- Sat Nov 11, 2023 9:48 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 45534
Re: Friday Facts #384 - Combinators 2.0
I've got to wonder if it would be feasible to name circuit network... networks. I think it would be nice to include the connected output circuit networks in addition to the inputs in the GUI. I think the ideal way to handle red/green circuits would be to add a setting for choosing wire colours and h...
- Thu Nov 02, 2023 11:38 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 35360
Re: Friday Facts #382 - Logistic groups
If we're going to have an unpack/build animation for things in space, I wonder if we could use the same on-planet? It would be a flat nerf to building construction speed (which is now effectively instant)... but it would look significantly more awesome. I've got to wonder if it would be fun and/or f...
- Sat Oct 21, 2023 7:19 am
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 42571
Re: Friday Facts #381 - Space Platforms
It looks strange not to have some method for how buildings are placed on the space platform. Perhaps specialized space spidertrons for construction would be nifty; instead of pointy feet, they grab hold of the platform to move around, and ideally, their animation is impacted by how much thrust is be...
- Sat Nov 27, 2021 7:59 am
- Forum: General discussion
- Topic: Alt-F4 #53 - Laziness through Automation
- Replies: 3
- Views: 2143
Re: Alt-F4 #53 - Laziness through Automation
From the point of view of maximum laziness; reuse the screenshot layouts for main menu scenarios and/or test cases?
Also, I think there's an option to tell factorio to load a map then run for n ticks; though I don't know if you can use graphics in that mode.
Also, I think there's an option to tell factorio to load a map then run for n ticks; though I don't know if you can use graphics in that mode.
- Sun Nov 21, 2021 7:52 am
- Forum: Ideas and Requests For Mods
- Topic: Targeted/Directional Radars
- Replies: 1
- Views: 1117
Re: Targeted/Directional Radars
Two methods I know of to nearly do what you're describing; fire artillery where you're exploring, or the scanning radar mod; it allows you to describe minimum and maximum range, and start and end angle from the radar.
- Sun Nov 21, 2021 7:47 am
- Forum: Ideas and Requests For Mods
- Topic: Mod request/idea - Water strider
- Replies: 4
- Views: 1754
Re: Mod request/idea - Water strider
So... a spidertron with floaties (pontoons, I guess), or perhaps one with really long legs?
- Tue Nov 16, 2021 8:40 am
- Forum: Ideas and Suggestions
- Topic: (minable) beach tiles around water areas
- Replies: 1
- Views: 1069
Re: (minable) beach tiles around water areas
Sounds like something that should be easily doable by a mod. Some mods that do parts of what you're suggesting: * https://mods.factorio.com/mod/platforms <-- removable tiles that go over water Any number of mods that override and/or modify terrain generation. A trivial solution would be something li...