Search found 63 matches
- Sat Dec 07, 2019 6:09 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 49498
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
A lot of testing later and the results were correct; it was just that much faster. The underlying algorithm didn't change but it just ran > 3x faster now by touching less memory. This is another nice example of "Factorio is not CPU bound, it's memory latency bound". More cores wasn't goin...
- Sun Dec 01, 2019 11:27 am
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 26586
Re: Friday Facts #323 - Animated water
Yea it's a 2D game, so... So? Filtering the sprite into outline is happening in 2D as well. Except the used filter kernel is a constant width one regardless of distance to sprite base, which is causing it to look weird. If the reflected part is far from the water, it should be reflected with a lowe...
- Sat Nov 30, 2019 11:38 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 26586
Re: Friday Facts #323 - Animated water
Shadows on the water ... I don't think I ever realized they are there, but now that the water is moving, they pop out. And they are neither subject to a blur, nor are they distorted by a noise function. Can't really paint them on top of the water like that. They can suppress highlights on the water,...
- Tue Nov 19, 2019 7:13 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 82996
Re: Friday Facts #320 - Color correction
This indicates you might have a configuration problem with your monitor [...] or your display's transfer characteristics might be favoring light values and not giving enough bits to darker values. Spot on... the monitor had shifted to game profile with a weird transfer function increasing hue. Back...
- Fri Nov 15, 2019 7:01 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 82996
Re: Friday Facts #320 - Color correction
I agree that map doesn't need much contrast between biomes, because differences between them are not that important for the gameplay. Orientation. I don't actually care much either what the individual biomes are (surprise!), but I primarily recognize where I am on the map based on the shape of the ...
- Thu Nov 14, 2019 7:33 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 82996
Re: Friday Facts #320 - Color correction
I admit, I hadn't even thought about it from the perspective of artists and modders, and there I admit I agree... It's only more convenient to use matrix math for weirdos like me who get giddy with excitement about being able to apply arbitrary colorspace conversions on things. For everyone else, a...
- Fri Jun 07, 2019 7:13 pm
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 38018
Re: Friday Facts #298 - Demo upgrade for Stable
All the loader mods which actually use the loader entity haven't bypassed anything. They inherit everything from the basic loader prototype that was abandoned over a year ago but oddly made it into the campaign. There is one exception with a mod which presents the player with a thing which looks li...
- Fri Jun 07, 2019 6:30 pm
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 38018
Re: Friday Facts #298 - Demo upgrade for Stable
This breaks a fundamental rule that was decided back in FFF-128 when Loaders were being considered. This rule is that there is only one way to move items between structures, by using Inserters. Even though the items were never actually transferred, and our intent was that the Loader consumes them, ...
- Fri Jun 07, 2019 5:49 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 57112
Re: Friday Facts #297 - New resource icons
Is there any specific plan to address the unstable Z order issues, which became even more prominent after increasing the belt density? As nice as it looks on a straight piece, in corners, or on tiles adjacent to corners, you quickly notice the order shifting. With now randomized variations, you are ...
- Fri May 17, 2019 7:04 am
- Forum: Ideas and Suggestions
- Topic: Scale worker robot speed research
- Replies: 49
- Views: 13310
Re: Scale worker robot speed research
Balance bots vs belts (not a fair comparison btw., you would also need to consider the footprint required for 4MW of power production, and the fact that you can effectively interweave 3 blue + 2 (or 1?) red belts in just 2 tiles), and the cost effectiveness of the research are just two points to con...
- Sat May 11, 2019 9:14 am
- Forum: Ideas and Suggestions
- Topic: Scale worker robot speed research
- Replies: 49
- Views: 13310
Re: Scale worker robot speed research
How much more throughput do you think logistics mots should have? Double? 500%? 20 000%? Just tell me what you think is a reasonable number and we can discuss that first. No point in discussing how to achieve it if we have no decided goal for how strong these throughput buffs should be. Aren't you ...
- Sun May 05, 2019 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Scale worker robot speed research
- Replies: 49
- Views: 13310
Re: Scale worker robot speed research
At the beginning, one robot can fly 83.3s before needing a recharge. Every 1.5s, I can refill 4 logibots with a roboport, so during that 83.3s flight, one roboport can manage at most (83.3/1.5)x4 = 222 robots without them queuing for recharge. Now let's say I have infinite tech 5 (worker speed 10)....
- Sat May 04, 2019 10:56 pm
- Forum: Ideas and Suggestions
- Topic: Scale worker robot speed research
- Replies: 49
- Views: 13310
Re: Scale worker robot speed research
You say mega-factory and "hundreds" of bots in the same sentence. Are you sure you have a bot based mega-factory and not just something that is big compared to a starter base? Even with infinite bot speed 15 a tiny 1k RPM bot-based factory requires 2000 logistics bots and there's no troub...
- Sat May 04, 2019 6:13 pm
- Forum: Ideas and Suggestions
- Topic: Scale worker robot speed research
- Replies: 49
- Views: 13310
Re: Scale worker robot speed research
And you don't think that's a deliberate design choice to not buff the throughput of the strongest and easiest logistics option further? Wouldn't call it the easiest though. If you go mega-factory, I had to drop from worker robots back to belts several times, as the robots occasionally tend to just ...
- Sat May 04, 2019 2:48 pm
- Forum: Ideas and Suggestions
- Topic: Scale worker robot speed research
- Replies: 49
- Views: 13310
Scale worker robot speed research
So this is about the Worker robot speed endless research. In the current state, this research is close to useless for anything except optimizing delays on rare delivery events or keeping up with the players movement speed (up to hard limits, too). It doesn't work at all for increasing throughput in ...
- Sat Jun 11, 2016 11:24 am
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 66840
Re: Friday Facts #142 - Playtesting
"Call a train" good idea. That's already possible, actually. Have a "personal" train parked somewhere, with next issued stop at a "Personal" train stop. Disassemble the stop, and the train will continue looking for it. When you need a train, just place a new stop, set ...
- Sun May 08, 2016 7:14 pm
- Forum: Gameplay Help
- Topic: Trains and optimal layouts
- Replies: 12
- Views: 31942
Re: Trains and optimal layouts
My setup: I have single header trains with one loc and 4 wagons (L-CCCC), and what I do is: I wonder why so many players mix LCC and LCCCC trains. Why not just extend the latter one to LCCCCL with both locomotives facing the same direction? Now both reach the same top speed and acceleration behavio...
- Sat May 07, 2016 9:45 pm
- Forum: Gameplay Help
- Topic: Trains and optimal layouts
- Replies: 12
- Views: 31942
Re: Trains and optimal layouts
At least for a double rail, high speed track, I actually found roundabouts working quite well: circle.png During peaks, I actually have 3 or 4 trains passing through it simultaneously, and not a single lock ever. It also signals far enough ahead to ensure that trains will at most have to slow down a...
- Tue May 03, 2016 1:05 pm
- Forum: Pending
- Topic: [0.12.30] [kovarex] Dead players in multiplayer savegames are dead for good
- Replies: 2
- Views: 1083
Re: [0.12.30] [kovarex] Dead players in multiplayer savegames are dead for good
My fault, I checked back with the other user, and it wasn't a player, but the host wo was dead in the savegame. Even though I still don't know how that happened. It was an autosave, and the game was played in singleplayer at times. I think the savegame was from a singleplayer. It looks as if the aut...
- Sat Apr 30, 2016 8:56 pm
- Forum: Pending
- Topic: [0.12.30] [kovarex] Dead players in multiplayer savegames are dead for good
- Replies: 2
- Views: 1083
[0.12.30] [kovarex] Dead players in multiplayer savegames are dead for good
Just as the title says.
If you load a saved multiplayer game in which a player is dead (meaning he was currently in the respawn timer when the savegame was created), the player will stay dead when reconnecting. Respectively, he won't get a character spawned and is stuck in observer mode.
If you load a saved multiplayer game in which a player is dead (meaning he was currently in the respawn timer when the savegame was created), the player will stay dead when reconnecting. Respectively, he won't get a character spawned and is stuck in observer mode.