Search found 255 matches

by HurkWurk
Thu Dec 06, 2018 6:18 pm
Forum: General discussion
Topic: So how's your OCD doing?
Replies: 40
Views: 4690

Re: So how's your OCD doing?

Hit F4, "show tile grid" --> see chunks marked on map --> place radar --> F4 to switch off "show tile grid" was going to suggest the same. i mostly play with grid on. it also helps when placing factories, etc, so that you dont have update issues where one machine or pipe in a series is in a differe...
by HurkWurk
Thu Dec 06, 2018 6:10 pm
Forum: Technical Help
Topic: The question about the global map.
Replies: 9
Views: 1091

Re: The question about the global map.

no clue. assuming a 1000 edge, means 2000 teleport locations to check. most mods only do things every 10 ticks or so. (im assuming a 10 tick per second engine, i dont recall if factorio uses 10 or 60 however) if you wrote the script specifically for optimization, you would break up the border into 1...
by HurkWurk
Wed Nov 28, 2018 5:09 pm
Forum: Technical Help
Topic: The question about the global map.
Replies: 9
Views: 1091

Re: The question about the global map.

with the stock game no. with mods, teleportation only so far. i dont know anyone thats wrote a mod yet that checks the content of a cell and moves it someplace else. also, even if they did, it would not allow AI pathing, trains, etc, to path through that code. instead you would have to move to a sto...
by HurkWurk
Tue Nov 20, 2018 9:04 pm
Forum: General discussion
Topic: [Poll] Battery design that stabilizes 0.16.51
Replies: 53
Views: 8101

Re: [Poll] Battery design that stabilizes 0.16.51

industrial battery:
Image
by HurkWurk
Tue Nov 20, 2018 7:13 pm
Forum: Ideas and Suggestions
Topic: Artificial structure instead of landfill
Replies: 12
Views: 2683

Re: Artificial structure instead of landfill

they just need to add water jacks to the base game. they require power, like oil jacks, but unlike oiljacks can be placed anywhere and draw 1 pumps worth of water up.
by HurkWurk
Tue Oct 30, 2018 10:32 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 11409

Re: The Problem With Pickaxes - Digging Out Factorio's Core

in a perfect world, i would replace 90% of the tech tree automagic with "mark 1, mark 2, mark 3, etc" devices. you discover a laser tower. you research faster laser shooting, now you can make a mark 2 laser tower. but instead of being a complex recipie, its the original laser tower and say, a red wi...
by HurkWurk
Mon Oct 15, 2018 4:56 pm
Forum: Ideas and Suggestions
Topic: Important functionality missing: SpawnRelocation
Replies: 6
Views: 609

Re: Important functionality missing: SpawnRelocation

the object exists in the map maker, so i assume it can be used via console commands. just need to find out what it is and write it into a mod.
by HurkWurk
Mon Oct 15, 2018 4:42 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 14914

Re: Friday Facts #264 - Texture streaming

At this point, I think it would be simpler and faster to render actual 3d models instead of using 2d graphics at all. I agree ... I wish we had realized it 3 years ago, before we started doing high-res sprites. Turning the game to 3D is not really an option now. why not? you already created all the...
by HurkWurk
Sun Oct 14, 2018 2:23 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 14914

Re: Friday Facts #264 - Texture streaming

i have no experience with hardware rendering stuff, but i was under the assumption that a proper modern video card could handle shadows and transparency using shaders instead of dedicated sprites? (at least i think thats how Minecraft handles it, and its why the shadows look very 3D while everything...
by HurkWurk
Tue Oct 02, 2018 12:24 am
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 38646

Re: Friday Facts #260 - New fluid system

for tanks, there are two solutions i see, for both, being able to set inputs and outputs is probably the best solution, since that way we can define logic for them. 1. if we switch to a pressure system, the tank is a large pressure vessel. once its down to the same level as a pipe, its at the pips p...
by HurkWurk
Tue Sep 04, 2018 2:14 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 23552

Re: Friday Facts #258 - New autoplace

please please please fix the map generator, so that when i say "desert none" there is actually NO desert on the map! sometimes im playing a game where im designing the map for pollution problems and control, and want nothing but large swaths of grass with sparse areas of dirt/scrub. but with the cur...
by HurkWurk
Sun Aug 26, 2018 5:42 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 19619

Re: Friday Facts #257 - NPE/Campaign update

shallow water should definitely be in free play, and used specifically to allow new map types "connected islands" etc. an island hopping campaign could be an awesome addon to the game, where its not practical without mods to otherwise landfill between the masses, instead you have shallow water cours...
by HurkWurk
Sat Aug 18, 2018 5:17 am
Forum: General discussion
Topic: I Miss Alien Artifacts!
Replies: 27
Views: 3698

Re: I Miss Alien Artifacts!

last time i played with alien artifacts, it was with a mod that had them drop stuff to make alien tech modified modules. they were too OP for my tastes, but i liked the idea that the aliens were useful for something, but not mandatory. that mod allowed some manual configuration to tone things down, ...
by HurkWurk
Sat Aug 18, 2018 5:14 am
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 19492

Re: Friday Facts #255 - Construction tools

so where is a 17 alpha build for US to play with!?

these new features look awesome.
by HurkWurk
Fri Aug 10, 2018 3:48 am
Forum: General discussion
Topic: The Green Dilemma
Replies: 43
Views: 7364

Re: The Green Dilemma

It's a good midgame. THIS! i tend to use green right about the point that i have ~30-60 boilers online, but am not ready to switch over to nuclear/solar due to land grabs. greening my "starter area" base, usually allows me to get to late game and bots, which make the need for power easier to deal w...
by HurkWurk
Sat Jul 28, 2018 8:05 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 17293

Re: Friday Facts #252 - Sound design & Map editor

wish list for the map editor: 1. separate ground entities from things on top, so i can paint an area of ground without wiping out everything on top. 2. get the trees together into a category so i can remove just trees without having to select 20 types. (or having to switch to bulk erase) 3. control/...
by HurkWurk
Mon Jun 25, 2018 1:14 am
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 23808

Re: Friday Facts #245 - Campaign concept

late post to this thread, but for the tutorial, how hard would it be to separate science use, so that a research doesnt need to have all the science packs in it, but rather, separate research factories running in parallel to full a single common queue that isnt the building itself. so for instance, ...
by HurkWurk
Mon Jun 25, 2018 12:35 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 10791

Re: Aren't construction bots available too late?

i do early game a lot as i spin up worlds with mod sets to see how they play, and i have often resorted to hand feeding the first 75 blue science to unlock advanced refining so that everything can convert over to petroleum and speed up building. that said, blue science is still a slow part of the ga...
by HurkWurk
Mon Jun 25, 2018 12:04 am
Forum: General discussion
Topic: Is there a shield tank mod?
Replies: 5
Views: 750

Re: Is there a shield tank mod?

The tank in the game is pretty bad atm Tip: The Tank is not a battering ram. It's a mobile weapons platform with some ability to crush enemies, its weapons are unsurpassed until atomic bomb is unlocked. The two sustainable ways to use the Tank are to drive evasively while machine gunning or cannoni...
by HurkWurk
Mon Jun 25, 2018 12:02 am
Forum: General discussion
Topic: Logistic Network Research
Replies: 37
Views: 4632

Re: Logistic Network Research

people tend to twist two concepts without realizing it. its not that you have to use bots. you dont. bases just naturally gravitate to bots because they are less impactful on updates, so as your game scales to a mega base, if you want to play at more than 1FPS, you are going to turn off some spaghet...

Go to advanced search