Search found 17 matches
- Fri Sep 15, 2023 5:19 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 104615
Re: Friday Facts #376 - Research and Technology
state != process
Something in an already optimal state cannot be more optimized than it is already. That's the definition of the word "optimal"
Ah, optimal != optimized
I agree that optimal means it's reached the peak of optimization. "Optimized", however, just means that it has had some ...
- Fri Sep 15, 2023 2:43 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 104615
Re: Friday Facts #376 - Research and Technology
Optimization is a process. You can optimize something a bit, take a break, then optimize it some more later. It's like saying "being improved is an absolute maximum value".rldml wrote: Fri Sep 15, 2023 1:32 pm Optimized has to be the last quality tear. Optimized is an absolute maximum value and cannot be increased
- Fri Sep 15, 2023 12:29 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 104615
Re: Friday Facts #376 - Research and Technology
Darn, nothing addressing quality being used to increase the light range of lamps. I was really hoping for that
- Fri Sep 04, 2020 10:03 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 742745
Re: pY Coal Processing - Discussion
it does not work at all with rso. its not even that good. its an old option from before the base game updated the resource autoplace resources would overlap each other and only the top one would get spawned. its not really needed anymore and im going to remove it in the next update.
Ah cheers ...
- Fri Sep 04, 2020 9:46 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 742745
Re: pY Coal Processing - Discussion
I'm about to start a full Py playthrough, and I noticed this mod has an option to use "pyanodon resource generation". But I can't find any solid info on it anywhere. Is it an official and recommended resource generation method, designed to work with Py's resources and gameplay balancing? But it was ...
- Fri Jul 03, 2020 4:22 pm
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 22220
Re: Friday Facts #354 - Launch party and HR power switch
I'm not really a fan of the US plug style, with the holes and all. But I don't mind the arcing as a visual indicator that it's connected.
You should watch a real power switch.
https://youtu.be/PXiOQCRiSp0
That only happens when it's disconnecting, and peters out quickly. You'd generally expect ...
You should watch a real power switch.
https://youtu.be/PXiOQCRiSp0
That only happens when it's disconnecting, and peters out quickly. You'd generally expect ...
- Mon Jun 22, 2020 11:02 pm
- Forum: Ideas and Suggestions
- Topic: Map icons hidden behind electricity cables
- Replies: 6
- Views: 2491
Re: Map icons hidden behind electricity cables
That's a good idea. And if both were toggleable, then it would definitely make sense to have map markers be on top, since it's the information you want to see much more often.
- Mon Jun 22, 2020 10:44 pm
- Forum: Show your Creations
- Topic: My first factory, tackling flow optimizing
- Replies: 12
- Views: 6718
Re: My first factory, tackling flow optimizing
My worry with this system is - what if the ratio at which resources are consumed doesn't match the ratio at which they're produced? Then the sushi belt backs up. You can't assume that "resources are always needed" unless you're 100% sure your ratios match up - which is gonna be a very tricky ...
- Mon Jun 22, 2020 10:01 pm
- Forum: Ideas and Suggestions
- Topic: Map icons hidden behind electricity cables
- Replies: 6
- Views: 2491
Re: Map icons hidden behind electricity cables
I would actually disagree. Consider that both pieces of information are useful: a player might wish to see the exact layout of their electric grid at that spot, and they might wish to know of the map marker. One has to overlay the other. If the electric grid is on top, it can be toggled on and off ...
- Sat Sep 21, 2019 8:25 pm
- Forum: Modding discussion
- Topic: Lua command to edit modded resource density?
- Replies: 6
- Views: 3588
Re: Lua command to edit modded resource density?
EDIT: I somehow completely forgot I was using RSO, which changes how frequency works. My bad completely. Original post for posterity:
Update: I tried both the /editor and the suggested mod, but it seems like changing the frequency doesn't affect anything. I'm using this mod https://mods.factorio ...
Update: I tried both the /editor and the suggested mod, but it seems like changing the frequency doesn't affect anything. I'm using this mod https://mods.factorio ...
- Fri Sep 20, 2019 10:19 am
- Forum: Modding discussion
- Topic: Lua command to edit modded resource density?
- Replies: 6
- Views: 3588
Re: Lua command to edit modded resource density?
Oh, the /editor works for that? I messed around with it briefly but didn't notice that option. Cool! I'll try it out when I get home later today.
Out of curiosity though - what's the internal name, and where on earth could it be defined? As I mentioned in my post, I looked through the lua files of ...
Out of curiosity though - what's the internal name, and where on earth could it be defined? As I mentioned in my post, I looked through the lua files of ...
- Fri Sep 20, 2019 9:40 am
- Forum: Modding discussion
- Topic: Lua command to edit modded resource density?
- Replies: 6
- Views: 3588
Re: Lua command to edit modded resource density?
This sounds odd to me, so to make sure I'm understanding this right - I'd need to edit the lua files of the mod itself (manually or through a tiny dependant mod), in order to change resource generation density settings in my save file? The reason I'm a bit confused is because I'm not sure how that ...
- Fri Sep 20, 2019 12:59 am
- Forum: Modding discussion
- Topic: Lua command to edit modded resource density?
- Replies: 6
- Views: 3588
Lua command to edit modded resource density?
I wanted to edit the resource frequency on a map I'm currently playing (and then use a mod to delete empty chunks and regenerate them). Using the script given in the wiki here , I was able to edit all the vanilla resource setting successfully (at least, I assume so - it didn't signal any error upon ...
- Sun Aug 25, 2019 9:35 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 161009
Re: Friday Facts #309 - Controversial opinions
I agree with your statement: "Satisfactory was a massive disappointment" but its graphically well done.
Is it really? To me it looks like a pretty average UE game. Not a bad one by any means, but nothing exceptionally stellar either.
game is supposed to offer automation solutions for ...
- Sun Aug 25, 2019 1:25 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 161009
Re: Friday Facts #309 - Controversial opinions
I usually just lurk, but here I do want to add my own opinions to the mix.
Inserters should not chase items
This is a big YES from me. Right now, managing inserters is a business of "Am I certain I plopped down enough? If I'm not 100% positive, do I have space to add some more? If so, just add ...
Inserters should not chase items
This is a big YES from me. Right now, managing inserters is a business of "Am I certain I plopped down enough? If I'm not 100% positive, do I have space to add some more? If so, just add ...
- Fri May 24, 2019 11:06 pm
- Forum: Mods
- Topic: [MOD 1.1] Loader Redux
- Replies: 132
- Views: 89819
Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9
Inserter-belt interaction is highly optimized as that's the normal interaction in base factorio.
The loader entity type is not used in base factorio so isn't this optimized.
This makes sense, thanks!
Also if you're really worried about 60/s+ you could try to talk to Therax (the author of ...
- Tue May 21, 2019 4:13 pm
- Forum: Mods
- Topic: [MOD 1.1] Loader Redux
- Replies: 132
- Views: 89819
Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9
I'm a bit confused on the performance between this mod and miniloaders. The latter bills itself as being very UPS-friendly in multiple places, but to my understanding uses two inserter entities internally, while your mod only uses a single (loader) entity.
Is my understanding correct that Loader ...
Is my understanding correct that Loader ...