Search found 61 matches

by BicycleEater
Fri Jan 08, 2021 12:53 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 219
Views: 17168

Re: Optimization idea: abstraction

I do love the idea, but a mod could never do it that well. I don't know, but I'm pretty sure the UPS hit from doing the lua scripting required would out do any benefit. When it comes to performance, an interpreted scripting language replacing hard-coded c++ is not a good move. The problem with deter...
by BicycleEater
Sat Jan 02, 2021 2:29 pm
Forum: Ideas and Suggestions
Topic: Grid snapping for deconstruction planner
Replies: 4
Views: 368

Re: Grid snapping for deconstruction planner

I really like this idea, but there are already a lot of shortcuts/key combinations when working with blueprints. To simplify this, we could have these settings be in the deconstruction planner - so that you can have a grid aligned deconstruction planner, a fixed size deconstruction planner, or other...
by BicycleEater
Wed Dec 30, 2020 10:56 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 556
Views: 179866

Re: Thank you (Make the dev-team happy today!)

Hi, Just wanted to put in a more technical note of praise: Wow is Factorio's multiplayer resilient - I made a mod to make nukes something a lot more serious (not linking as I don't want to turn this into self-promotion) but the multiplayer kept working, even when the whole game was running at a fram...
by BicycleEater
Mon Dec 28, 2020 11:06 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1476
Views: 237160

Re: Simple Questions and Short Answers

All ammunition in Factorio has a setting 'target_type', which is normally set to 'entity' making the weapon target entities, like the machine gun, or the normal rockets do. Some have 'direction', such as the cannon shell, which goes in a given direction up to its maximum range. Some have 'position' ...
by BicycleEater
Mon Dec 28, 2020 9:04 pm
Forum: Ideas and Suggestions
Topic: Undo/Redo indication
Replies: 9
Views: 762

Re: Undo/Redo indication

+1 The worst thing about undo is that it can change something miles away, which I will never remember. (Even just 1 stage of redo would be so much better) If this can't be done then some form of barrier for undoing things from too long ago - perhaps a time limit on undo, which you can set from the o...
by BicycleEater
Mon Dec 28, 2020 9:00 pm
Forum: Ideas and Suggestions
Topic: Rail Signals should be selected with the Rails
Replies: 11
Views: 396

Re: Rail Signals should be selected with the Rails

I like the idea, but the copy-paste working differently for signals would be very confusing, as the player would likely think they had miss-selected, rather than realising why it happened. I would rather see another in-game tutorial on the subject of signals being placed the wrong way, stating that ...
by BicycleEater
Mon Dec 21, 2020 10:16 pm
Forum: Balancing
Topic: Make Nuclear Fuel Rods Harder :D !...
Replies: 5
Views: 824

Re: Make Nuclear Fuel Rods Harder :D !...

I agree that nuclear fuel rods are too easy, but honestly I don't think your recipe is that much more expensive, those materials are already pretty available at that point in the game, and you never need that many rods. Also may I request that the recipe continues to use only 1 U-235, as when you fi...
by BicycleEater
Mon Dec 21, 2020 5:42 pm
Forum: Ideas and Suggestions
Topic: [Idea] Make atomic bomb create a lake
Replies: 5
Views: 1111

Re: [Idea] Make atomic bomb create a lake

I know this is a really old post, but I like the suggestion, and the reasons against it are now invalid, in fact I added this with a mod, and it worked just fine for a few reasons: The crater can create ghost landfill above itself afterwards, so it gets auto repaired The crater created has a land bo...
by BicycleEater
Mon Dec 21, 2020 5:34 pm
Forum: Balancing
Topic: Atomic bomb is too weak
Replies: 6
Views: 1652

Re: Atomic bomb is too weak

Yes it is my mod (sorry for the shameless self promotion there). The mod takes a reasonably capable computer, at least for the larger nukes, but its yields are to scale, and that includes the 100kt. It requires a fair amount of memory, particularly for the 100kt - less than 12GB and it crashes no ma...
by BicycleEater
Sun Dec 20, 2020 8:48 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 754

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

Yeah, I haven't had any luck trying to decode the system either. Even if there are no changes, it might be worth someone who does understand the queue (maybe even the devs) adding a wiki page (or an in game tutorial) on this topic, simply so that players have a way of finding out about how the syste...
by BicycleEater
Fri Dec 18, 2020 9:33 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 754

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

Just as another note: The personal roboport should really have priority - looking at it from the perspective of a player who doesn't know about the queue limit, and it is easy to believe the roboport isn't working, as it will simply not respond for minutes on end, with no apparent cause. Another way...
by BicycleEater
Fri Dec 18, 2020 9:13 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 754

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

My problem isn't that I don't like the system - I'm fine with the fact it exists, but was thinking that something could be done to reduce the impact on the player - it is really annoying to have to repair a base by hand, even though it has nothing to do with a different base which is busy. I was mak...
by BicycleEater
Thu Dec 17, 2020 10:50 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 754

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

From my (relatively limited) testing it does seem to be the case that the bases can interfere, and I agree that this could be very bad, for instance preventing a remote base from repairing because the main base has too many robo tasks to complete. The only reason I noticed this was that I have made ...
by BicycleEater
Thu Dec 17, 2020 10:42 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 754

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

Yes they are entirely separate - sorry for this not being clear. This will not show normally as you need hundreds, if not thousands, of tasks in the queue - see the warning in the screenshot says 71k buildings destroyed, so it requires an extreme situation for this to come into affect. The only reas...
by BicycleEater
Thu Dec 17, 2020 12:26 pm
Forum: Balancing
Topic: Atomic bomb is too weak
Replies: 6
Views: 1652

Re: Atomic bomb is too weak

I know I'm a bit late, but if you don't mind the performance hit, I have a mod to do realistic levels of damage (including artillery nukes - up to 100kt):
https://mods.factorio.com/mod/True-Nukes
by BicycleEater
Thu Dec 17, 2020 10:05 am
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 754

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

To clarify - in the above pictures my character is nowhere near in range of any roboports, so the damage should be fixed by the personal roboport equipment, but isn't because the game is too busy doing repairs elsewhere.
by BicycleEater
Thu Dec 17, 2020 10:03 am
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 754

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

I don't want the repairs to have higher priority, I just want the repairs to be split among separate roboports. The main base is going mad right now repairing damage, but my player just has to wait around for it to happen. I don't care if it prioritises building deconstruction or what - I just want ...
by BicycleEater
Wed Dec 16, 2020 10:47 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 754

Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

TL;DR Change the logistic system so that when more buildings are damaged than the drones will attempt to repair at once, separate logistic systems still attempt repairs What ? I can't find a good term for it - I'm sure one exists - but when a large number of buildings are damaged without repair pac...
by BicycleEater
Wed Dec 16, 2020 9:50 pm
Forum: Modding interface requests
Topic: Add efficient method for damaging (or killing) LuaEntities from the lua API
Replies: 0
Views: 184

Add efficient method for damaging (or killing) LuaEntities from the lua API

TL;DR Adding a method to the LuaEntity lua API, which can do damage to (or just kill) the entity, without spawning particles/nice graphical effects, for performance reasons. What ? The current die() ,and damage() methods in LuaEntity trigger all the particles and effects associated with the death o...
by BicycleEater
Fri Jul 31, 2020 4:54 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 18312

Re: Friday Facts #357 - Nuke

Great idea, really! Moreover, since Factorio has damage types, we can go further and apply physical (shock wave), heat and "radiation" (poison should constitute well instead) damages with different falloff! Thanks! To add a lasting radiation around the crater, you can effectively just re-...

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