Search found 883 matches

by Oktokolo
Tue Mar 10, 2020 3:27 pm
Forum: Releases
Topic: Version 0.18.11
Replies: 20
Views: 13228

Re: Version 0.18.11

FactorioBot wrote:
Tue Mar 10, 2020 3:02 pm
Added InserterPrototype::chases_belt_items. (61354)
Does this mean, we can now have modded inserters only taking from one lane of a belt?
by Oktokolo
Tue Mar 10, 2020 2:08 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60350

Re: Optimization idea: abstraction

I would not expect this to be ever implemented. But it can be approximated by modding in a huge assembler or furnace and corresponding recipes for batch-processing N times the ingredients for N times the result. Combine that with loaders (vanilla or Miniloader ) for input and output to get most of t...
by Oktokolo
Mon Mar 09, 2020 8:59 am
Forum: Ideas and Suggestions
Topic: Increase rail cost
Replies: 11
Views: 2847

Re: Increase rail cost

They will implement two-way rails for absolutely no good reason because it is easy and cheap. The real reason is, that single-rail systems are incredibly prone for deadlocks. You have to be very careful when designing them. With a dedicated track for each direction, robustness and throughput are mu...
by Oktokolo
Mon Mar 09, 2020 8:35 am
Forum: Ideas and Suggestions
Topic: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests
Replies: 20
Views: 4182

Re: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests

Go and look up "analogy" in a dictionary and then come back and try a third time to be clever. Starcraft has entirely different mechanics and goals. It does not even has the megabases (nor would it make sense for it to have them) where you could end up upgrading thousands of entities - it...
by Oktokolo
Sun Mar 08, 2020 9:25 pm
Forum: Ideas and Suggestions
Topic: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests
Replies: 20
Views: 4182

Re: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests

Deadlock989 wrote:
Sun Mar 08, 2020 5:04 pm
Clearly we're playing different games.
Obviously, as there is no Vespene gas in my game.
by Oktokolo
Sun Mar 08, 2020 4:04 pm
Forum: Ideas and Suggestions
Topic: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests
Replies: 20
Views: 4182

Re: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests

I wonder if the developers of Starcraft got this kind of thing. "I plonked down three hundred Nexuses without thinking and now my probes don't go to the right ones, please fix." Last time i used blueprints and bots in Starcraft i got disqualified for cheating. Starcraft is all about APM a...
by Oktokolo
Sun Mar 08, 2020 4:34 am
Forum: Modding help
Topic: Lifecycle, callbacks, and inter-mod communication
Replies: 13
Views: 3432

Re: Lifecycle, callbacks, and inter-mod communication

They're not gonna change anything that has the potential to break a large amount of mods at this point. The overwhelming majority of mods is simple enough to not need any of that initialization events. So such a change has not the potential to break a large amount of mods. On the other hand, Bob's ...
by Oktokolo
Sat Mar 07, 2020 2:42 pm
Forum: Implemented in 2.0
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 53
Views: 19214

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

I would expect non-chunk-aligned radar coverage to fully remove the desire for chunk-sized factory blocks. Chunk-alignment of radar coverage and odd pickup-behaviour of inserters at chunk borders are implementation artifacts that would be great to have fixed. It probably will never happen for insert...
by Oktokolo
Fri Mar 06, 2020 11:24 am
Forum: Ideas and Suggestions
Topic: Add category in mod portal: Localizations
Replies: 2
Views: 737

Re: Add category in mod portal: Localizations

Not using any localizations myself - but that looks like a natural category that might help keeping the standard-search clean when people start localizing mods like crazy after unleashing 1.0.0.
So definitely a +1 for category "Localizations".
by Oktokolo
Tue Mar 03, 2020 10:03 am
Forum: Ideas and Suggestions
Topic: Replace Pistol for SMG when upgrading to Military 1
Replies: 6
Views: 2000

Re: Replace Pistol for SMG when upgrading to Military 1

Basically this. You start with pistol but it is not a craftable item or even visible, just like the pickaxe. And when you upgrade to military 1 you just get increased speed and damage. Change it to " There is no pistol, but the SMG is nerfed to be like the pistol was. When researching Military...
by Oktokolo
Sat Feb 29, 2020 12:50 pm
Forum: Duplicates
Topic: [0.18.9] Make case insensitive search
Replies: 3
Views: 1141

Re: [0.18.9] Make case insensitive search

Duplicate: https://forums.factorio.com/viewtopic.php?t=60066 Czech has diacritics and lower/upper case too. So it probably does not even work right for most developers' native tongue. Apart from the huge charset, Unicode also defines a few algorithms for working with text. One of them is the very f...
by Oktokolo
Fri Feb 28, 2020 11:33 am
Forum: News
Topic: Friday Facts #336 - Offshore pump redesign
Replies: 51
Views: 21715

Re: Friday Facts #336 - Offshore pump redesign

Great, but... Wouldn't it be better to allow regular Pump to pump large amount of water from water tiles, and keep offshore pump as early-game weak version of it? +1: Remove the offshore pump, make the normal pump available from the start and work unpowered (just like belts, and splitters). Alterna...
by Oktokolo
Thu Feb 27, 2020 7:24 am
Forum: Ideas and Suggestions
Topic: Super Radar and Nuclear ICBMs or why uranium needs balancing
Replies: 6
Views: 2302

Re: Super Radar and Nuclear ICBMs or why uranium needs balancing

Cribbit wrote:
Wed Feb 26, 2020 11:28 pm
Radar distance research sounds neat. If there isn't a mod for that already I can look into making that.
Of course there is a mod for that.
by Oktokolo
Thu Feb 27, 2020 6:31 am
Forum: Gameplay Help
Topic: Blueprints... What am I doing wrong?
Replies: 9
Views: 2326

Re: Blueprints... What am I doing wrong?

There shouldn't be irrevocable or annoying to undo things in nowadays, otherwise there is an UI/UX flaw. It should still be possible to finally get rid of a save or blueprint. And with finally i mean irrevocably. Being able to delete what is not needed anymore is not a UX flaw - being able to do it...
by Oktokolo
Wed Feb 26, 2020 8:41 am
Forum: Gameplay Help
Topic: Blueprints... What am I doing wrong?
Replies: 9
Views: 2326

Re: Blueprints... What am I doing wrong?

There shouldn't be irrevocable or annoying to undo things in nowadays, otherwise there is an UI/UX flaw. It should still be possible to finally get rid of a save or blueprint. And with finally i mean irrevocably. Being able to delete what is not needed anymore is not a UX flaw - being able to do it...
by Oktokolo
Wed Feb 26, 2020 12:06 am
Forum: Gameplay Help
Topic: Blueprints... What am I doing wrong?
Replies: 9
Views: 2326

Re: Blueprints... What am I doing wrong?

Updating blueprints is indeed painfully unergonomic. But if i remember correctly, it is already on their list. I never deleted a blueprint or book accidentally - but irrevocable (or annoying to undo) actions should never be one-click immediate in any UI. It should require two clicks either on differ...
by Oktokolo
Tue Feb 25, 2020 6:45 am
Forum: Modding help
Topic: Lifecycle, callbacks, and inter-mod communication
Replies: 13
Views: 3432

Re: Lifecycle, callbacks, and inter-mod communication

Just because nobody linked it yet: Data Lifecycle global is writable in on_configuration_changed - wich is the latest of the mod "initialization" events. So if you want to write to global before the player may trigger any events, you have to do it there. If that does not suffice, there is ...
by Oktokolo
Tue Feb 25, 2020 5:17 am
Forum: General discussion
Topic: Is using other people’s blueprints cheating?
Replies: 50
Views: 19264

Re: Is using other people’s blueprints cheating?

Whether it is cheating depends on what game you are playing. There are a lots of Factorios. If your game is not about inventing the building blocks of your factory from the ground up - then it is not cheating if you make sure that you don't have to. If your game does not contain the need to defend, ...
by Oktokolo
Tue Feb 25, 2020 5:07 am
Forum: Implemented mod requests
Topic: [0.18.8] - 1x1 Loaders doesn't support speed 240 items/second
Replies: 17
Views: 7355

Re: [0.18.8] - 1x1 Loaders doesn't support speed 240 items/second

The ideal loader would be Miniloader - just implemented in the engine instead of emulated by two ultrafast inserters.
by Oktokolo
Tue Feb 25, 2020 4:56 am
Forum: Ideas and Suggestions
Topic: Car Improvements
Replies: 15
Views: 3837

Re: Car Improvements

The car is just too realistic. It steers like a real car with cursor keys instead of a steering wheel. The car should turn like the tank. It should also accellerate and break faster. An entity GUI setting and hotkeys for limiting maximum speed would also be nice. The partially burnt fuel should not ...

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