Search found 142 matches

by ptx0
Fri Feb 21, 2020 9:32 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 37
Views: 2009

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

yeah, it's much better in .18.x but still, firing 7 nukes into a vanilla mega nest is a good way to drop FPS to 0. any fewer nukes and we die instead. That has nothing to do with biter path finding, artillery, or biter movement. You seem to just want to complain. Maybe you can make your own game an...
by ptx0
Fri Feb 21, 2020 8:54 pm
Forum: Won't fix.
Topic: [0.18.1] Mod: rocket-silo gets stuck with fluid energy source
Replies: 5
Views: 235

Re: [0.18.1] Mod: rocket-silo gets stuck with fluid energy source

in bob's, we burn barrels and bottles of fluids for fuel. it works well.
by ptx0
Fri Feb 21, 2020 6:19 pm
Forum: Gameplay Help
Topic: Battle is frustrating
Replies: 14
Views: 293

Re: Battle is frustrating

Mines take time to set after they're laid... Mines are not really an offensive weapon but are great at holding defensive lines. mines also make a great vanilla enemy presence indicator. keep a roboport stocked with mines and when the number of conbots dips to replenish them, you have some buggies.
by ptx0
Fri Feb 21, 2020 5:46 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 37
Views: 2009

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

yeah, it's much better in .18.x but still, firing 7 nukes into a vanilla mega nest is a good way to drop FPS to 0. any fewer nukes and we die instead. That has nothing to do with biter path finding, artillery, or biter movement. You seem to just want to complain. Maybe you can make your own game an...
by ptx0
Fri Feb 21, 2020 5:37 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 37
Views: 2009

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

Rseding91 wrote:
Fri Feb 21, 2020 5:34 pm
ptx0 wrote:
Fri Feb 21, 2020 5:24 pm
yep, it's called batching, and they refuse to do it.
We already do it: https://factorio.com/blog/post/fff-317 and wayyyy moree.
yeah, it's much better in .18.x but still, firing 7 nukes into a vanilla mega nest is a good way to drop FPS to 0. any fewer nukes and we die instead.
by ptx0
Fri Feb 21, 2020 5:29 pm
Forum: Not a bug
Topic: Factorio crash
Replies: 7
Views: 163

Re: Factorio crash

The problem is not that the game crashed. The problem is that there was a bug in a mod that made non-colliding character walk forever. and then the game crashed because the engine doesn't know how to handle this one error yet. you can't blame a Lua mod for crashing a game, that is always the engine...
by ptx0
Fri Feb 21, 2020 5:26 pm
Forum: General discussion
Topic: I want to edit TrainSchedule easily
Replies: 3
Views: 184

Re: I want to edit TrainSchedule easily

Are there any mods or tools which can edit TrainSchedule easily? Text-base one is best for me, A few problems i can think of for text based editing: 1) Editing raw lua tables is not userfriendly. 2) Inventing some sort of custom language throws you into parsing hell. 3) Without graphics the user wo...
by ptx0
Fri Feb 21, 2020 5:24 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 37
Views: 2009

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

This would probably not help much overall, but maybe you could spread out the arty-aggro'd biter pathing across multiple updates in a wave? The cost of checking whether each biter is within the appropriate range may still be significant, but it's probably less than the cost of actually doing the pa...
by ptx0
Fri Feb 21, 2020 5:04 pm
Forum: Gameplay Help
Topic: Battle is frustrating
Replies: 14
Views: 293

Re: Battle is frustrating

i really like defender and distractor capsules, i think they provide some utility all the way into the end game. the distractor capsules stand in place where you throw them, so you can toss them into the face of some worms and leave and they have a life long laser friend. the defender capsules are e...
by ptx0
Fri Feb 21, 2020 4:51 pm
Forum: Ideas and Suggestions
Topic: Car Improvements
Replies: 4
Views: 79

Re: Car Improvements

use vehiclesnap mod and set it to snap to fewer than 16 directions.
by ptx0
Fri Feb 21, 2020 4:14 am
Forum: Ideas and Suggestions
Topic: Set chain signals to red via circuit network
Replies: 54
Views: 2129

Re: Set chain signals to red via circuit network

no, you see, that isn't red, it's just.. an... artifact of... some ... computed state.. thingy..
by ptx0
Thu Feb 20, 2020 11:22 pm
Forum: Duplicates
Topic: [0.17.79] Inserters drop contents even when disabled (or unpowered)
Replies: 10
Views: 144

Re: [0.17.79] Inserters drop contents even when disabled

JasonC wrote:
Thu Feb 20, 2020 10:49 pm
Loewchen wrote:
Thu Feb 20, 2020 7:50 pm
viewtopic.php?f=23&t=67508
Thanks.

Note that my report also covers unpowered inserters, so that link is only half of it.
welp, they moved it to "duplicates" but it may as well be in "Won't Fix".
by ptx0
Thu Feb 20, 2020 10:13 pm
Forum: Ideas and Suggestions
Topic: Set chain signals to red via circuit network
Replies: 54
Views: 2129

Re: Set chain signals to red via circuit network

wrong - I can throw red paint on that mirror and not see anything. Nice analogy. So, couldn't you change chain signals to relay the state of signals ahead only where they are not blocked by circuit? Allow to cover the mirror with a red curtain? EDIT: Or I guess, from a technical point of view, it c...
by ptx0
Thu Feb 20, 2020 7:07 pm
Forum: Not a bug
Topic: Factorio crash
Replies: 7
Views: 163

Re: Factorio crash

running production build with asserts enabled is not something i am familiar with, that is unusual. they are used for debugging, typically. in this case you could easily add a code stanza that specifically deals with a character attempting to generate chunks outside the valid range, which is a known...
by ptx0
Thu Feb 20, 2020 6:32 pm
Forum: Ideas and Suggestions
Topic: Multiplayer map load speed improvements
Replies: 1
Views: 33

Re: Multiplayer map load speed improvements

i think rcon commands are executed during this state so it's just a guarantee.

i don't think the map load speed has much to do with its save speed. maybe you are talking about two different things.

if you want it to save quicker, use a ramdisk.

if you want it to load quicker, make smaller maps.
by ptx0
Thu Feb 20, 2020 6:31 pm
Forum: Ideas and Suggestions
Topic: Car Improvements
Replies: 4
Views: 79

Re: Car Improvements

in mods with vehicle equipment grid you can put belt immunity in there. it will stop riding on belts.

if you research and build rocket fuel, this is faster than solid fuel which is faster than coal/wood.

nuclear fuel is even faster than rocket fuel.
by ptx0
Thu Feb 20, 2020 6:29 pm
Forum: Ideas and Suggestions
Topic: Set chain signals to red via circuit network
Replies: 54
Views: 2129

Re: Set chain signals to red via circuit network

Suggestion: allow a connected chain signal to be set to red by a circuit network signal just like a regular signal can be set to red. That is impossible. Chain signals do not have any state themselves. They only relay the state from the signals ahead of them. You have to set the signal ahead of the...
by ptx0
Thu Feb 20, 2020 6:28 pm
Forum: Bug Reports
Topic: [0.17.79] Multiplayer game stuck while saving game for unsuccessfully joining player
Replies: 14
Views: 773

Re: [0.17.79] Multiplayer game stuck while saving game for unsuccessfully joining player

Just a random thought, but could this lead a a denial-of-service attack against a Factorio server? If someone wrote a program to emulate Factorio's connection process to another server and then just stayed connected without acknowledging the sent map data, would this result in nobody else being abl...
by ptx0
Thu Feb 20, 2020 6:11 pm
Forum: Not a bug
Topic: Factorio crash
Replies: 7
Views: 163

Re: Factorio crash

Thanks for the report. One of the mods you're using: "The Blueprint Lab" made a character entity which is running off to the edge of the map and is generating chunks outside the valid range. If you remove that mod it should fix the crash. but why was this moved to "Not a Bug"? the game engine shoul...

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