Search found 289 matches

by Lubricus
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...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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 ...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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 ...
by Lubricus
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...
by Lubricus
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...
by Lubricus
Tue Oct 09, 2018 11:17 am
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 33174

Re: Friday Facts #263 - Trains in blueprints

mexmer wrote:
Tue Oct 09, 2018 7:31 am
bobucles wrote:
Mon Oct 08, 2018 9:28 pm
But will all vehicles be allowed in blueprints? Asking for a tank chest build.
you want to have tank imprinted on your chest? :D

is not that for t-shirt section?
https://www.youtube.com/watch?v=Jai9d6fPvMc
by Lubricus
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

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
That would be overpowered and remove an fun part of the game.
by Lubricus
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 ...
by Lubricus
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.
by Lubricus
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...
by Lubricus
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”,...
by Lubricus
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...

Go to advanced search