Search found 499 matches

by Yoyobuae
Tue Jan 17, 2017 12:58 pm
Forum: Ideas and Suggestions
Topic: And / Or etc for circuitry
Replies: 32
Views: 8563

Re: And / Or etc for circuitry

DRY411S wrote:Integer functions (DIV, MOD, x^y, factorial!)
Signals are integer values. So Arithmetic combinator division is actually integer division.
by Yoyobuae
Mon Jan 16, 2017 6:27 pm
Forum: General discussion
Topic: The sad state of circuit logic
Replies: 73
Views: 27499

Re: The sad state of circuit logic

If anything has become clear to this point then it's that having a circuit logic capable of reading and controlling every detail of your factory is not feasable because it would mean the game runs twice in extreme cases and the circuit logic becomes an engine in the engine. I've read the call for a...
by Yoyobuae
Mon Jan 16, 2017 2:28 am
Forum: Ideas and Suggestions
Topic: One weird trick to make power generation more interesting
Replies: 8
Views: 2080

Re: One weird trick to make power generation more interesting

ssilk wrote:With 0.15 the boilers will produce real steam and so steam engines will really work with steam. ;)
"steam", but that's only in name. They could produce cool-aid and then make steam engines run on cool-aid, gameplay would be no different. ;)
by Yoyobuae
Sun Jan 15, 2017 11:18 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 202099

Re: Parrallel processing in games & applications

I might have an answer to that: it's copy on write. One of smarter tricks I've seen done by computers :). Also, the game state is already duplicated if I am correct. It's a couple of tens of megabytes only, so not such big deal. From what I understand Factorio is memory bandwidth limited. It also w...
by Yoyobuae
Sun Jan 15, 2017 5:18 pm
Forum: Ideas and Suggestions
Topic: One weird trick to make power generation more interesting
Replies: 8
Views: 2080

Re: One weird trick to make power generation more interesting

Xeanoa wrote:What benefits does this have over place-and-forget solar/accu power?
It's not powered by magic unrealistic solar panels (and to lesser extent, the perfect efficiency accumulators).
by Yoyobuae
Sun Jan 15, 2017 5:06 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 202099

Re: Parrallel processing in games & applications

How much time and effort has been spent on improving the single thread performance of Factorio? How much of that time and effort will need to be thrown away in order to get a net positive performance gain with multithreading? Maybe going all out multithreading right now might imply throwing away yea...
by Yoyobuae
Fri Jan 13, 2017 5:02 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 80079

Re: Friday Facts #173 - Nuclear stuff is almost done

Meltdown could mean: 1 reactor is running 2 someone disconnects power line to factory (=0 load) ... 3. Circuit detects impending meltdown 4. Triggers Power switch to overflow accumulators 5. Reactor power down sequence initiated Come on, "tickling the dragon's tail" could be loads of fun....
by Yoyobuae
Fri Jan 13, 2017 3:08 pm
Forum: General discussion
Topic: Pollution "blinking" once a second. What does it mean?
Replies: 7
Views: 3503

Re: Pollution "blinking" once a second. What does it mean?

It probably shouldn't blink. Flickering/blinking UI elements feel clunky (unless they are supposed to). Probably happens because the update happens in two frames (cycles). One which calculates the pollution increase, then the next which applies the reduction. More clear to see if you enable the poll...
by Yoyobuae
Fri Jan 13, 2017 12:24 pm
Forum: Combinator Creations
Topic: 0.13 Rainbow Belts and other madness
Replies: 55
Views: 37685

Re: 0.13 Rainbow Belts and other madness

NoQ wrote:Upd: yep, i'm seeing my labs deadlock. Need some help, because the behavior of the splitter sounds natural, what am i doing wrong?><
screenshot
You just need to keep belt under certain capacity. Use some logic to stop all inputs once the belt is full enough.
by Yoyobuae
Thu Jan 12, 2017 10:07 pm
Forum: Won't fix.
Topic: 0.14.21 Production pushed to the limit broke the game
Replies: 4
Views: 1879

Re: 0.14.21 Production pushed to the limit broke the game

PS. I'm setting out to test if the production overflow (trying to craft faster then the game can) actually creates virtual items that get outputed later on. Production overflow could be the reason assemblers keep working at 60/s even after modules are removed. The overflow just accumulates. But tha...
by Yoyobuae
Thu Jan 12, 2017 8:10 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28868

Re: [0.13] Make inserter stack bonus individually configurable

It's scheduled for 0.15 based on some of dev replies in other thread. Wow this is great news! Can you link the thread? From https://forums.factorio.com/viewtopic.php?f=5&t=39218#p234293 : The game is still in alpha. Many of the things mentioned(train contents reading, basic train control, abili...
by Yoyobuae
Thu Jan 12, 2017 4:38 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28868

Re: [0.13] Make inserter stack bonus individually configurable

aober93 wrote:Well and why aint there a mod that solves this? Does factorio not allow modding inserters stack size?
Nope, it's a hardcoded bonus for all inserters. Best a mod can do is separate the bonus for stack inserters from the bonus for non-stack inserters.
by Yoyobuae
Thu Jan 12, 2017 1:35 pm
Forum: Ideas and Suggestions
Topic: assembling machine
Replies: 26
Views: 9298

Re: assembling machine

While there is some demand for this feature I think this should not make its way into the game. Factorio is about making complex things out of simple elements. Every element has the most simple functionality possible. This particular device will be complex as hell no matter how do you solve materia...
by Yoyobuae
Thu Jan 12, 2017 12:58 pm
Forum: Ideas and Suggestions
Topic: Pre-programmed early robot, mover inserter
Replies: 4
Views: 1939

Re: Pre-programmed early robot, mover inserter

While a nice concept, I feel like the programming's a bit much for one bot, and at the same time it's too slow. How about it takes commands from, and outputs into, the circuit net? Like a mix between AAI and your idea. It'd be constrained to a nearby pole by a wire, but could get a radio later as a...
by Yoyobuae
Wed Jan 11, 2017 9:32 pm
Forum: General discussion
Topic: How do trains select stations?
Replies: 5
Views: 2506

Re: How do trains select stations?

You're asking for a ton of headaches. Yes, in theory you can control where trains go by opening/blocking stations. In practice though it's almost impossible to guarantee the ENTIRE route to the desired target station will be open (no other trains in path!). Might work if you have a single train in y...
by Yoyobuae
Wed Jan 11, 2017 3:52 pm
Forum: Ideas and Suggestions
Topic: Pre-programmed early robot, mover inserter
Replies: 4
Views: 1939

Re: Pre-programmed early robot, mover inserter

Sort of like of those programmable toys from the '90s. :D
Image

I like it. It's a relatively simple idea to understand. Copy paste feature should work on the robots to ease using them en-masse. 8-)
by Yoyobuae
Tue Jan 10, 2017 5:11 pm
Forum: Ideas and Suggestions
Topic: Micromanagment anyone?
Replies: 4
Views: 1527

Re: Micromanagment anyone?

Maybe it could be done as a mod of some kind. The "insides" of the machine would be a purely aesthetic feature only. Once you exit that interface all of it would be removed (only stored in some internal data structure by the mod), and the modifications applied to the entity directly. That ...
by Yoyobuae
Mon Jan 09, 2017 9:27 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 544535

Re: Let's see your clever builds

@hansinator: Someone posted this on reddit a while back:
http://i.imgur.com/HbAiEjw.png
by Yoyobuae
Mon Jan 09, 2017 3:24 pm
Forum: Ideas and Suggestions
Topic: assembling machine
Replies: 26
Views: 9298

Re: assembling machine

Well, this is how I would see this working. Let's say it gets implemented. Someone posts a blueprint for an ideal setup that's easy to use, produces everything, and can easily be expanded. Your game then becomes a bunch of furnaces, this array of assemblers, and oil. Very few players would actually...
by Yoyobuae
Mon Jan 09, 2017 5:29 am
Forum: Modding help
Topic: [Modding help] Adding power output and supply area to lamp
Replies: 2
Views: 721

Re: [Modding help] Adding power output and supply area to lamp

Is it even possible to add both properties to a lamp? If it is any help would be appreciated! Unluckily no, each entity has a fixed set of properties it uses and ignores the rest. What mods usually do is create additional hidden entities to combine their functionalities. So in your case you would h...

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