Search found 665 matches

by blazespinnaker
Wed Jan 06, 2021 6:17 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60551

Re: Optimization idea: abstraction

What I find currently much more appealing than this, is the idea, that you create many of equal “elements” and you calculate only one. Because of the deterministic nature of Factorio all others must behave the same, if they have the same input. See this thread: https://forums.factorio.com/viewtopic...
by blazespinnaker
Tue Jan 05, 2021 11:14 pm
Forum: Ideas and Suggestions
Topic: Auto rotate signals even when placed as ghosts
Replies: 20
Views: 3893

Re: Auto rotate signals even when placed as ghosts

These details are great when you know the game intimately, but these sorts of details might not occur to a newer user. Which was the whole point. There is value in creating an intricate game with clever puzzles to solve, but the UI itself should be clean, consistent as possible, and simple to unders...
by blazespinnaker
Tue Jan 05, 2021 6:52 pm
Forum: Ideas and Requests For Mods
Topic: OptimaUPS Mod
Replies: 7
Views: 4566

Re: OptimaUPS Mod

Alternatively, if there is limited interest, I will try to convince the factorissimo mod owner to let me just share my factorissimo changes via github. This should help deal with concerns about forking and confusing the ecosystem.
by blazespinnaker
Tue Jan 05, 2021 6:24 pm
Forum: General discussion
Topic: Game optimization and playability
Replies: 44
Views: 16804

Re: Game optimization and playability

This should address the issue somewhat - https://forums.factorio.com/viewtopic.php?f=33&t=93946 I think something like this would be useful for those interested in building larger train networks. It also has an intriguing and very useful side benefit of being able to make updates to core factory...
by blazespinnaker
Tue Jan 05, 2021 3:47 pm
Forum: Ideas and Requests For Mods
Topic: OptimaUPS Mod
Replies: 7
Views: 4566

OptimaUPS Mod

Ok, not sure about the name, but it's based on the discussions here https://forums.factorio.com/viewtopic.php?f=6&t=91587&p=530292#p530292 https://forums.factorio.com/viewtopic.php?f=6&t=82060 https://forums.factorio.com/viewtopic.php?f=5&t=88414 The idea being that factorio redundan...
by blazespinnaker
Tue Jan 05, 2021 3:19 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 132188

Re: Attacking biters with turrets makes all weapons pointless

I believe the thread was merged recently.
by blazespinnaker
Tue Jan 05, 2021 3:14 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 132188

Re: Attacking biters with turrets makes all weapons pointless

Rockets + land mines are my preferred ways of clean up biter nests. Land mines keep them from coming close, while you pick off everything. No creep needed. Personal roboport helps here to clean up mine mess afterwards. I found follower bots a tad expensive compared to land mines. Really though, I th...
by blazespinnaker
Tue Jan 05, 2021 2:56 pm
Forum: Off topic
Topic: Taking inspiration from modding API & concepts
Replies: 1
Views: 2466

Re: Taking inspiration from modding API & concepts

There's nothing that original about Factorio's approach that I'm aware of. It's all fairly standard across the industry. Lua is commonly used. The design of apis themselves could even perhaps use a bit more structure. Mod portals are common and so are integrating mod library selection into the clien...
by blazespinnaker
Tue Jan 05, 2021 2:47 pm
Forum: Ideas and Suggestions
Topic: Nuclear Reactors BluePrint Cloning
Replies: 20
Views: 7392

Re: Nuclear Reactors BluePrint Cloning

Still, I suppose there are hacks you could do. You could periodically wipe the root factory of any and all production (including intermediate products) to reset your data storage requirements. That seems like a rather big sacrifice all for determinism and very very marginally greater accuracy. This...
by blazespinnaker
Mon Jan 04, 2021 8:31 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60551

Re: Optimization idea: abstraction

But I think it's a bad idea attempting to do it as a mod for Factorio. You'd be attempting to circumvent the game simulation in a game that's built around everything (that is built by player) being simulated and accounted for a all times. Making a new game in UE4/Unity seems easier than trying to b...
by blazespinnaker
Mon Jan 04, 2021 6:29 pm
Forum: Off topic
Topic: ""Factorio 2""
Replies: 77
Views: 32128

Re: ""Factorio 2""

Z-levels for belts, inserters, machines, railways etc. It could be flat polygons for all it matters (although I'm sure they'd make it look good). Agreed, absolutely, and I make the same point later on in the thread. My point really was that 3d, when not about mechanics (as all too frequently occurs...
by blazespinnaker
Mon Jan 04, 2021 6:03 pm
Forum: Balancing
Topic: Core game balancing
Replies: 20
Views: 8537

Re: Core game balancing

It's a different way of looking at progression (when time constrained) than what is outlined above. Sometimes you get caught up in the trees and miss the forest. This can be especially easy to do when you're bogged down in factory design. Give it a shot, and let me know what you think. I think you'l...
by blazespinnaker
Mon Jan 04, 2021 5:46 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60551

Re: Optimization idea: abstraction

I do leave the initial factory running (there is no API that can put entities to sleep that I've seen) and continually let it update a dictionary of its inputs/outputs. In this way the accuracy is more long term and continual. well if the assets exist on any surface, and even if you find entities o...
by blazespinnaker
Mon Jan 04, 2021 1:34 pm
Forum: Ideas and Suggestions
Topic: Nuclear Reactors BluePrint Cloning
Replies: 20
Views: 7392

Re: Nuclear Reactors BluePrint Cloning

items/fluids are only allowed to enter into that factory, if the same number of items are available at every factory. The same is with the output: it will only output something, if there is enough space left at every factory. The problem with this solution is the lag time between input and output. ...
by blazespinnaker
Mon Jan 04, 2021 12:09 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60551

Re: Optimization idea: abstraction

What I find currently much more appealing than this, is the idea, that you create many of equal “elements” and you calculate only one. Because of the deterministic nature of Factorio all others must behave the same, if they have the same input. See this thread: https://forums.factorio.com/viewtopic...
by blazespinnaker
Mon Jan 04, 2021 11:26 am
Forum: Ideas and Suggestions
Topic: Snap to grid should default to relative again
Replies: 20
Views: 5049

Re: Snap to grid should default to relative again

I think currently, he is saying that snap to grid is unchecked. I can't think of a scenario that I've been happy that was true. I'm curious how folks use default none. Snap to Grid - Relative should ideally be default, IMHO. Ajedi above also makes the same point. Another proposal is to default to wh...
by blazespinnaker
Mon Jan 04, 2021 8:00 am
Forum: Balancing
Topic: Defence economy balance
Replies: 78
Views: 32283

Re: Defence economy balance

What I find crazy is how OP landmines are. They make all of the other military entities redundant in comparison. Once you get landmines, biters become a sideshow to the game. I think it's telling how landmines don't show up in the beginning menu emulation. Please don't nerf them though :) The other ...
by blazespinnaker
Mon Jan 04, 2021 7:49 am
Forum: Ideas and Suggestions
Topic: Snap to grid should default to relative again
Replies: 20
Views: 5049

Re: Snap to grid should default to relative again

I'm curious as to why this was changed. I assume there must have been a reason?

+1 for relative. I can't think of a scenario where I'd use None. maybe blueprint as paintbrush?

Absolute is very useful, but only required in rare circumstances.
by blazespinnaker
Mon Jan 04, 2021 7:30 am
Forum: Off topic
Topic: ""Factorio 2""
Replies: 77
Views: 32128

Re: ""Factorio 2""

Yes, a thread for comparing different approaches to factory building games would be cool. I'll be observing and not participating however. Sometimes, it's a good idea to take a step back and realize it's probably a good idea to just let things go. (Great movie! =)
by blazespinnaker
Mon Jan 04, 2021 7:23 am
Forum: Balancing
Topic: Core game balancing
Replies: 20
Views: 8537

Re: Core game balancing

For there is no spoon and getting on track planning, there is a simple formula for rough estimation planning I have shared before that works very well. It's the sum of sequences plus a few variables - EntitiesPlacedPerPeriod*PeriodInMinutes*n*(n+1)/2. Using this, you can determine your build order a...

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