Search found 533 matches

by JohnyDL
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...
by JohnyDL
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...
by JohnyDL
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...
by JohnyDL
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...
by JohnyDL
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
by JohnyDL
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

Optera wrote:Simple solution: Add one more tank and enable at 75001.
If that's your attitude Optera; Simple Solution: use separate trains for each liquid. No need to change current behaviour at all.
by JohnyDL
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...
by JohnyDL
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?
by JohnyDL
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
by JohnyDL
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...
by JohnyDL
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()...
by JohnyDL
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 ...
by JohnyDL
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 ...
by JohnyDL
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...
by JohnyDL
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...
by JohnyDL
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...
by JohnyDL
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.
by JohnyDL
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.
by JohnyDL
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...
by JohnyDL
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...

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