Search found 1744 matches

by Qon
Mon Apr 04, 2022 2:46 am
Forum: Ideas and Suggestions
Topic: Deconstruct landfill
Replies: 23
Views: 3517

Re: Deconstruct landfill

That can't be the reason, you can't create water anywhere except where water spawns normally. I’m not following on this line? With mods that add placeable water tiles, you can place a water tile anywhere. How is that relevant at all? That is clearly not the topic. We are talking about deconstructib...
by Qon
Mon Apr 04, 2022 2:28 am
Forum: Ideas and Suggestions
Topic: Give construction bots the ability to 'throw' landmines
Replies: 13
Views: 685

Re: Give construction bots the ability to 'throw' landmines

Throwing them would make the bots too strong, I think. They are supposed to be strong for automation. This just makes them less suicidal, making the resource cost of the landmine the primary point of balance for them in terms of resource and crafting costs. I don't think bots killing themselves is ...
by Qon
Sun Apr 03, 2022 9:40 pm
Forum: Ideas and Suggestions
Topic: Deconstruct landfill
Replies: 23
Views: 3517

Re: Deconstruct landfill

I was under the impression that the main problem with creation of water (landfill or not) is that it's a cheap indestructible defense mechanism. If enemies don't care, it should no longer apply. That can't be the reason, you can't create water anywhere except where water spawns normally. So you can...
by Qon
Sun Apr 03, 2022 4:20 pm
Forum: Ideas and Suggestions
Topic: Deconstruct landfill
Replies: 23
Views: 3517

Re: Deconstruct landfill

atomizer wrote:
Sun Apr 03, 2022 2:16 pm
With the (apparent) introduction of flying enemies, it probably will be a feature in the expansion.
Why?
by Qon
Sun Apr 03, 2022 11:51 am
Forum: Releases
Topic: Version 1.1.57
Replies: 33
Views: 12379

Re: Version 1.1.57

Improved overall performance by 5-10% when fully zoomed out. That's nice. I'm getting 30fps with ~10k entities on the screen (max zoom out) and like 12 fps with ~30k entities on the screen (editor max zoom out, but less than half my screen is filled with entities). But it's probably better than wha...
by Qon
Sat Apr 02, 2022 8:17 pm
Forum: Mods
Topic: [MOD 0.17] Wood Harvester
Replies: 13
Views: 3588

Re: [MOD 0.17] Wood Harvester

This is such a neat mod. I no longer need it for my factories that are swarming with bots. But I have fond memories of getting a little bit more automation in early game factories, collecting wood and clearing areas without waste. So it would be nice to see this mod kept alive anyways. :)
by Qon
Sat Apr 02, 2022 1:42 pm
Forum: Technical Help
Topic: How Big Can I Build
Replies: 6
Views: 383

Re: How Big Can I Build

Well, what do you consider a gigabase then? Looks like you can get many KSPM with that. But what do it matter now, it takes a long time to get there and you can move your base to your next computer if replacing later. Why worry obout it if you don't even know if you will ever even get close to dropp...
by Qon
Sat Apr 02, 2022 10:36 am
Forum: Ideas and Requests For Mods
Topic: Mod Request: Galaxy Railways
Replies: 9
Views: 941

Re: Mod Request: Galaxy Railways

Saphira123456 wrote:
Sat Apr 02, 2022 5:09 am
I am not joking.
"Not" is spelled "", you accidentally added a few letters. Good joke though.
by Qon
Tue Mar 29, 2022 9:22 am
Forum: Combinator Creations
Topic: Empty mining outpost alarm
Replies: 7
Views: 3579

Re: Empty mining outpost alarm

Nothing wrong with advanced complex solutions, but wouldn't it be more simple to wire miners to the circuit network? Instead of hooking up the entire patch of miners, find the most central miner in the patch with the highest ore amount, and read that ore value with combinators to translate it to a ...
by Qon
Tue Mar 29, 2022 9:18 am
Forum: Multiplayer / Dedicated Server
Topic: Building a bot for a headless server
Replies: 1
Views: 302

Re: Building a bot for a headless server

Why do you need a player? A mod can do pretty much anything through the mod code already. A "player" would not add any capability. The only use I can come up with on the spot is to attribute building actions to the bot, as in the "last user" info slot.
by Qon
Sat Mar 26, 2022 12:05 pm
Forum: Tools
Topic: Factsim - A Factorio combinator simulator
Replies: 8
Views: 6782

Re: Factsim - A Factorio combinator simulator

I'm considering making some sort of text language that compiles to combinators, and a HDL maybe. Might never happen at this rate, but maybe. But I appreciate the effort in adjacent areas, even if it's not quite what I'm looking for. Seems like a great and impressive project. I might try it out some ...
by Qon
Thu Mar 24, 2022 8:29 pm
Forum: Combinator Creations
Topic: Five-in-a-row game, with deep-learning AI
Replies: 18
Views: 1981

Re: Five-in-a-row game, with deep-learning AI

Welcome to the forums. As this is your first post, I'd say this is decent enough for a beginner. You get passing marks, but you really should beat AlphaGo at Go with your next project or I would consider you to have grown complacent. Ok fine, it's slightly above expectations and I'm mildly impressed.
by Qon
Mon Mar 21, 2022 6:27 pm
Forum: Technical Help
Topic: Game running at very low FPS but high UPS after crash
Replies: 3
Views: 380

Re: Game running at very low FPS but high UPS after crash

Is it at 3 fps regardless of which world/savefile you are playing, even if you start a brand new one?
by Qon
Sat Mar 19, 2022 9:58 am
Forum: Won't implement
Topic: option for LuaForce.clear_chart to not remove tags
Replies: 8
Views: 615

Re: option for LuaForce.clear_chart to not remove tags

There is a subtle reason I haven't tried; I want to perform this action every tick, on multiplayer. Ne pas. Setting a chart tag shouldn't be extremely expensive. It should be very cheap even if it's done in lua compared to chunk generation. Restoring chart tags every tick is possible to do quickly ...
by Qon
Sat Mar 19, 2022 9:53 am
Forum: Modding help
Topic: How can I get the zoom ratio of the current screen?
Replies: 3
Views: 437

Re: How can I get the zoom ratio of the current screen?

You can disable the normal zoom controls to avoid that problem. You would have to do all zoom controls with your mod then though.
by Qon
Sun Mar 13, 2022 1:05 pm
Forum: General discussion
Topic: What starting settings does everyone use?
Replies: 14
Views: 1522

Re: What starting settings does everyone use?

Most of my last tens of maps are Default + Research Queue from start. I start new worlds to do mod debugging or self building factories (so worlds which are also for debugging purposes, but coded in circuit networks). Last world of actual play was a combination of Rail + Death world with Alien Biome...
by Qon
Sun Mar 13, 2022 12:32 pm
Forum: Modding discussion
Topic: Fast Start Up
Replies: 3
Views: 284

Re: Fast Start Up

As said in the other thread: When updating control.lua you don't need to restart the game. Loading the map works too. But what is even faster is /c game.reload_mods() which is instant. Most of the times where I have to restart the game it's because I changed prototype graphics, so trying to not load...
by Qon
Tue Mar 08, 2022 9:47 pm
Forum: Technical Help
Topic: [1.1.53] How much does a lot of electric networks negatively affect the UPS?
Replies: 8
Views: 906

Re: [1.1.53] How much does a lot of electric networks negatively affect the UPS?

However, space can be limited, so in that case there is a trade-off between ease of viewing and compactness. If it's something that needs to be small I reduce the size after having completed the circuit and tested it. Nexelas Picker Dollies mod can be used to move single things around without break...
by Qon
Tue Mar 08, 2022 5:31 pm
Forum: Not a bug
Topic: add tag on map dissapear
Replies: 13
Views: 860

Re: add tag on map dissapear

This deletes the entire chart and all tags on the chart. It does not "hide" anything: it just deletes them all. Would be nice if the behavior was documented. https://lua-api.factorio.com/latest/LuaForce.html#LuaForce.unchart_chunk doesn't explain what it does at all, and the term "un...
by Qon
Tue Mar 08, 2022 5:09 pm
Forum: Ideas and Suggestions
Topic: Auto-Request
Replies: 45
Views: 4872

Re: Auto-Request

Would the interface interaction required be really possible with a mod ? The interfaces already provided by the game are completely unmoddable, so the answer is no regardless of what the requested interaction is. It is possible to mod in completely new and separate GUI, that are a bit worse but are...

Go to advanced search