Search found 533 matches
- Fri Nov 03, 2017 7:11 pm
- Forum: Ideas and Suggestions
- Topic: Hydroelectric Dams and Rivers
- Replies: 20
- Views: 7983
Re: Hydroelectric Dams and Rivers
I'm just wondering how I could use the flooding dynamic to my advantage, I want a water source at X put a dam through a lake flood a huge area place pump remove dam and flood zone instant awesome Or how it might be used for trolling put dam across ocean flood entire map strand other players in place...
- Fri Nov 03, 2017 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Display maximum historical pollution spread
- Replies: 12
- Views: 3012
Re: Display maximum historical pollution spread
01 mov a, max //move max to register a 02 mov b, current //move current to register b 03 gt b, a //compare register a and b 04 jgt 06 //if compare flag is true (max>current) skip next line 05 mov max, current //set max as current 06 .... Something like this? :p doesn't clear though send the data to...
- Fri Nov 03, 2017 1:41 pm
- Forum: Ideas and Suggestions
- Topic: Display maximum historical pollution spread
- Replies: 12
- Views: 3012
Re: Display maximum historical pollution spread
No but being able to identify the cause of pollution isn't that simple say you have an ore patch that's now completely mined out and your base's Boolean cloud looks like a peanut by being able to see the gradient you can better predict where that removal of the mine reduces the pollution cloud you n...
- Fri Nov 03, 2017 11:07 am
- Forum: Ideas and Suggestions
- Topic: Display maximum historical pollution spread
- Replies: 12
- Views: 3012
Re: Display maximum historical pollution spread
You need to store the value of the maximum pollution vs current pollution which is probably going to be an int>255 or a float, 2 bytes not boolean If current > max Max = current End if 3 lines of code It's no good to just say if a chunk has been polluted cause if you drive through a chunk or similar...
- Fri Nov 03, 2017 10:48 am
- Forum: Ideas and Suggestions
- Topic: Display maximum historical pollution spread
- Replies: 12
- Views: 3012
Re: Display maximum historical pollution spread
Not one bit probably 2 bytes per chunk but it adds 3 lines of code to each chunk per tick, I'm not sure how that fits in the optimization
- Fri Nov 03, 2017 10:43 am
- Forum: Ideas and Suggestions
- Topic: round up fluids reading train inventory
- Replies: 109
- Views: 39507
Re: round up fluids reading train inventory
If that's your attitude Optera; Simple Solution: use separate trains for each liquid. No need to change current behaviour at all.Optera wrote:Simple solution: Add one more tank and enable at 75001.
- Thu Nov 02, 2017 5:23 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60325
Re: Personal robots prioritizing nearest first
This has gotten to long to quote and since the devs aren't interested in fixing this anyway it's a bit of a waste of time. So just some final comments. I agree this has gone on quite long enough. You think I'm wrong, I think this idea will prevent me playing the game at my current stages because it...
- Wed Nov 01, 2017 4:01 pm
- Forum: Ideas and Suggestions
- Topic: Hydroelectric Dams and Rivers
- Replies: 20
- Views: 7983
Re: Hydroelectric Dams and Rivers
and factorio doesn't have elevation so how would you determine where the rivers flow?
- Wed Nov 01, 2017 3:59 pm
- Forum: Ideas and Suggestions
- Topic: CODE: Optimize Robot Orders outside reach of Roboports
- Replies: 11
- Views: 3257
Re: CODE: Optimize Robot Orders outside reach of Roboports
like I say I got super lucky, my bots handled it a few seconds after the screenshot, I'm sure it's not a bug
- Wed Nov 01, 2017 11:16 am
- Forum: Ideas and Suggestions
- Topic: CODE: Optimize Robot Orders outside reach of Roboports
- Replies: 11
- Views: 3257
Re: CODE: Optimize Robot Orders outside reach of Roboports
I haven't read whole thread, just first three posts. There are lists for construction, deconstruction and repair and out of network variants of these lists. If there is more than 270 unassigned jobs total (which should take 1.5 second to scan trough normally), personal roboport starts searching its...
- Wed Nov 01, 2017 9:40 am
- Forum: Ideas and Suggestions
- Topic: CODE: Optimize Robot Orders outside reach of Roboports
- Replies: 11
- Views: 3257
Re: CODE: Optimize Robot Orders outside reach of Roboports
Yeah I didn't raise the details of the other thread because this idea is bad but to point out that the way in which you think it works doesn't match reality Inside[0].dispatch() Flag = Inside[0].flag //say 0 for dispatched, 1 for waiting on item and/or bot, 2 for not in roboport temp=Inside[0].pop()...
- Tue Oct 31, 2017 12:56 pm
- Forum: Implemented Suggestions
- Topic: Support for mod packs
- Replies: 40
- Views: 14410
Re: Support for mod packs
Mod packs and a redesign of the mod portal is on the development roadmap https://forums.factorio.com/viewtopic.php?f=3&t=678 Factorio 0.16 Planned: ... ... Mod portal improvement (Rewrite) ... ... https://www.factorio.com/blog/post/fff-207 Mod portal 2.0 progress HanziQ Over the summer, we have ...
- Tue Oct 31, 2017 12:55 pm
- Forum: Implemented Suggestions
- Topic: Support for mod packs
- Replies: 40
- Views: 14410
Re: Sub-Mod (Modpack) Folders
Mod packs and a redesign of the mod portal is on the development roadmap https://forums.factorio.com/viewtopic.php?f=3&t=678 Factorio 0.16 Planned: ... ... Mod portal improvement (Rewrite) ... ... https://www.factorio.com/blog/post/fff-207 Mod portal 2.0 progress HanziQ Over the summer, we have ...
- Tue Oct 31, 2017 11:22 am
- Forum: Ideas and Suggestions
- Topic: CODE: Optimize Robot Orders outside reach of Roboports
- Replies: 11
- Views: 3257
Re: CODE: Optimize Robot Orders outside reach of Roboports
This is a common misconception due to how it appears being completely separate from how it's coded, scanning the personal roboport area is not only inefficient it'd cause lag cause the surface scanning algorithm isn't designed or optimized for repeated running on large areas. I'll repeat from the fi...
- Tue Oct 31, 2017 10:08 am
- Forum: Ideas and Suggestions
- Topic: CODE: Optimize Robot Orders outside reach of Roboports
- Replies: 11
- Views: 3257
Re: CODE: Optimize Robot Orders outside reach of Roboports
My understanding from what mods said in this thread https://forums.factorio.com/viewtopic.php?f=6&t=49429 is that there's only one list for everything and it does one check of one item per tick. The 600 items is actually a side effect of the last 600 (ten seconds worth) items that were attempted...
- Mon Oct 30, 2017 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Ability to draw on map
- Replies: 45
- Views: 12171
Re: Map Labeling Tool
I know picking up the stone can be a pain but popping it down can be done fairly quickly. That demonstration took about 2 minutes to set up including running to get the stone. (Although I admit it's something I had smelted) you don't need solid lines either placing a dotted line for provisional area...
- Mon Oct 30, 2017 12:12 am
- Forum: Ideas and Suggestions
- Topic: Ability to draw on map
- Replies: 45
- Views: 12171
Re: Map Labeling Tool
I'd like to point out this is still doable in game as it is right now and with a little more patience a whole lot more versatile than just lines and boxes (from about as soon as you have smelting set up for stone)
Edit I can't spell Circuits, I hate my dyslexia. Oh well not changing it now.
Edit I can't spell Circuits, I hate my dyslexia. Oh well not changing it now.
- Sun Oct 29, 2017 9:51 pm
- Forum: Ideas and Suggestions
- Topic: liquid filtering for pumps, tanks and wagons
- Replies: 32
- Views: 15135
Re: liquid filtering for pumps, tanks and wagons
I assume he means oil but he might be talking about coal liquefaction.
- Sat Oct 28, 2017 11:22 pm
- Forum: Ideas and Suggestions
- Topic: Early game should require less tree removal from ore patches
- Replies: 35
- Views: 10891
Re: Early game should require less tree removal from ore patches
So you're saying before you can have turrets up and running (cause you'd just about have electric set up at this point I'd guess) you could handle a constant stream of biter attacks on normal ore and water settings and the most extreme biter and pollution spread settings? I don't believe it but I'd...
- Sat Oct 28, 2017 5:31 pm
- Forum: Ideas and Suggestions
- Topic: Ability to draw on map
- Replies: 45
- Views: 12171
Re: Map Labeling Tool
There are already map markers in the game just click on map mode some additional features like connecting with lines might be useful but if you're doing that sort of planning arguably using an external image editor, using stone for outlines and map markers for labelling and/or blueprints would do th...