Search found 289 matches
- Fri Nov 30, 2018 9:50 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 42690
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
About fluid simulation: I was wondering that also at a previous FFF that talked about Fluid handling a while ago. It seems that you are simulating every entity individually and then you changed it to (or wanted to change it to) a node based simulation. Why are you not drawing the distinction betwee...
- Sat Nov 10, 2018 11:11 am
- Forum: Modding discussion
- Topic: Divorcing behavior from entities
- Replies: 21
- Views: 6450
Re: Divorcing behavior from entities
Some loose ideas that is probably not feasible. The component model could fit better with data that is need together (components) stored directly in arrays. Then you loop thru the arrays of data and the CPU cache should get an easier time... And the possibility to use SIMD instructions. Think more l...
- Sat Nov 10, 2018 10:49 am
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 39165
Re: Friday Facts #268 - The modern Biter
I don't think the theme and story element's of factorio is that important or good. So I think Wube should go fore a place that is nice to be and working with the factory in rather than pushing an artistic idea. I like artistic indie game where the main point is an disturbing atmosphere and story. Fa...
- Thu Nov 01, 2018 3:54 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
Vanilla should be designed as a well-rounded experience in that it has gameplay aspects that appeal to a variety of player types This is what many game developers try to do with simplifying and cleaning up and totally destroy the game they are making, resulting in a boring generic game with no appe...
- Tue Oct 30, 2018 12:19 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
The problem with this is, that the devs will be more likely to completely remove the burner stage than to extend it. I love having the option for using burner stuff so much, that i forked Klonan's BurnerLeech . But there is probably a reason, the burner stage is incomplete and you are forced into e...
- Mon Oct 29, 2018 6:03 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
Some of the research/Technology mechanics could also be cleaned up and simplified unit = { count = 20, time = 5, ingredients = { ["science-pack-1"] = 1 } } The unit could be simplified to only count and a list of required science packs. The time could just be an standard for all technology...
- Sun Oct 28, 2018 6:04 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
I can see not wanting to remove complexity, as complexity is part of the fun; that said, (Edit:) for new players, I think it would be better to have explicit complexity; ie. complexity explained to the player in tooltips, rather than complexity that's discovered by "I'm sorry Dave, I can't do ...
- Sat Oct 27, 2018 6:52 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
The amazing (and to me, astonishing :D) popularity of Bob's and Angel's Only 5% of players use Bob's mods, and even less use Angel's. You're missing the point. That 5% is the vocal minority that goes out of their way to enjoy the game. They create the hype, organic advertising, and show off all the...
- Fri Oct 26, 2018 7:17 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
I agree with most of the stuff. I have an mod idea where ingredient limit's on assembler is important part so i would be sad if it will be gone for mods to. On the steel furnace /electric furnace balance issue i thing it's enough that the electric furnace is bigger and cost more to craft as an negat...
- Sat Oct 20, 2018 9:19 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 45996
Re: Friday Facts #265 - Nomenclature & Steam networking
I definitely think the "Poison Capsules" should be renamed "Gas Grenades". "Poison Capsule" sounds a bit like a cyanide pill (there's a specific type of pill called a capsule IRL), but "Gas Grenade" invokes thoughts of chemical warfare in World War I, which s...
- Wed Oct 10, 2018 10:55 am
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 33174
Re: Friday Facts #263 - Trains in blueprints
When you make super UPS optimized factories and use assemblers with direct insertions between trains. Inserters and assemblers have all odd numbered width and rails can only bee and even amount of tiles between them, so you may need to use cars/tanks that have an even numbered width. you can place ...
- Tue Oct 09, 2018 4:10 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 33174
Re: Friday Facts #263 - Trains in blueprints
When you make super UPS optimized factories and use assemblers with direct insertions between trains. Inserters and assemblers have all odd numbered width and rails can only bee and even amount of tiles between them, so you may need to use cars/tanks that have an even numbered width. If you use car...
- Tue Oct 09, 2018 1:33 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 33174
Re: Friday Facts #263 - Trains in blueprints
But will all vehicles be allowed in blueprints? Asking for a tank chest build. I would also like the blueprinting mechanic to, besides locomotives and cargo/tank wagons, also support cars, tanks, compilatrons and their upgraded version, spidertrons, too. But where do you need tanks, where cargo wag...
- Tue Oct 09, 2018 11:17 am
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 33174
- Sat Oct 06, 2018 1:33 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 33174
Re: Friday Facts #263 - Trains in blueprints
That would be overpowered and remove an fun part of the game.factoriouzr wrote: ↑Sat Oct 06, 2018 12:50 am
- logistics trains and cargo wagons so the robots can take and put things into the trains when they are stopped
- Sat Oct 06, 2018 6:33 am
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 33174
Re: Friday Facts #263 - Trains in blueprints
love to see upgrade planner being included, and with the trains also now being included, im going to need more than one book for trains! this is not a bad thing. wonder if upgrade planner will allow insertion of modules similar to module inserter https://mods.factorio.com/mod/ModuleInserter that i ...
- Tue Oct 02, 2018 8:10 pm
- Forum: Ideas and Suggestions
- Topic: Dual inserter mechanic
- Replies: 20
- Views: 4166
Re: Dual inserter mechanic
You guys, there is an simple vanilla solution. Use diagonal tracks... and you can fit stack inserters between the wagons.
- Tue Oct 02, 2018 7:11 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 97429
Re: Friday Facts #260 - New fluid system
why dont you try a suction / propulsion system and a size 4 vector in a network of nodes with neighbouring relationship? end points produce a fixed amount of s/p (end points are factories and pumps whereas a pump acts as 2 end points), pipe nodes will inherit the values of their neighbours. the res...
- Mon Sep 17, 2018 8:30 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 97429
Re: Friday Facts #260 - New fluid system
Hi Yeast, thanks you for your proposal, so far it seems to be the most reasonable, although I am still unsure about the electricity model which also is interesting. I admit that my knowledge of physics is rather limited, I had to rely on my common sense. About the “speed kinda models the pressure”,...
- Fri Sep 14, 2018 6:16 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 97429
Re: Friday Facts #260 - New fluid system
I am not that happy with the proposed changes. The biggest problem I have with pipes and fluids is performance and bad information on what is happening. With lot of junctions and undergrounds I think the knew system will be worse for performance as it have to make two loops per frame. It's rare with...