Search found 12797 matches
- Sun Sep 25, 2022 3:18 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 70047
Re: Cycles: Merge entities, mod for performance idea
Even the simplest rules like (a + b) + c = a + (b + c) do not hold for floating point math. Thus, summing the electricity consumption of all machines and subtracting that from the larger network will likely have a different result than accounting for each machine individually. True for unlimited pr...
- Sun Sep 25, 2022 2:23 am
- Forum: Outdated/Not implemented
- Topic: Factorio on Stadia please
- Replies: 20
- Views: 8877
Re: Factorio on Stadia please
My guess is, the switch-version is a kind of test-balloon. If it works well other ports might follow.
I link to viewtopic.php?f=6&t=15011 ARM build
For further discussion.
I link to viewtopic.php?f=6&t=15011 ARM build
For further discussion.
- Fri Sep 23, 2022 8:13 am
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 9102
Re: Bots that are aware of their charge level and plan accordingly.
I try an short answer: Adding a reserved-queue will increase CPU cost (one queue per roboport). [ As reminder: You already increased it a bit because you use the “go to next roboport in my direction”-algorithm instead of “go into direction of my target”, we have discussed that out. Now again a bit m...
- Wed Sep 21, 2022 8:46 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 9102
Re: Bots that are aware of their charge level and plan accordingly.
You never know where bots come from to pick something up and where they will deliver it changes a lot too. This is not correct. When you watch single bots over longs distances, when there is not much traffic, then they will go always the same path. As with this suggestion, the current behaviour is ...
- Wed Sep 21, 2022 11:54 am
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 9102
Re: Bots that are aware of their charge level and plan accordingly.
In that way, while the change makes the behaviour more complex, I think it would make it more intuitive. I understand that this is very subjective though, and completely agree that actual experimentation is needed. The problem is that the game engine really doesn't support this kind of thing at the...
- Wed Sep 21, 2022 9:01 am
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 9102
Re: Bots that are aware of their charge level and plan accordingly.
Assuming you aren't actively placing roboports to mess with it this algorithm [...] And even when you do place roboports you just have to remember that the new way chooses the next bit of the path a bit earlier. As in you already know which bots are on their way to recharge and will ignore your new...
- Mon Sep 19, 2022 1:06 am
- Forum: Ideas and Suggestions
- Topic: Multiple items to one quickslot
- Replies: 4
- Views: 1603
Re: Multiple items to one quickslot
First: the image links above are broken. Can you fix it yourself or should I do it for you?
To the suggestion itself: in other words the fast replaceable entities (belts, inserters etc.) should be placed in one slot.
I like this idea…
To the suggestion itself: in other words the fast replaceable entities (belts, inserters etc.) should be placed in one slot.
I like this idea…
- Mon Sep 19, 2022 12:41 am
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 9102
Re: Bots that are aware of their charge level and plan accordingly.
PS: coordinates are int and speed and charge doubles, right? AFAIK both must be double, because you can place entities very precise. And now I have been in holidays and time to read all again. And I admit, I have posted some stupid stuff. But I found the gap. :twisted: I played a bit around with pe...
- Thu Sep 15, 2022 6:10 am
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 34
- Views: 11821
Re: Factorio confessions
Standing at the edge of your base under regular attack, phone call comes in and you forget about the game, going to sleep, going to work and in the evening see, that Factorio is already loaded and nothing has changed. Nothing. Did it run the hole night and day? I can’t tell, nothing has changed. It’...
- Tue Sep 13, 2022 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 9102
Re: Bots that are aware of their charge level and plan accordingly.
I think you are still not getting the proposal at all. I think I understood it, but we speak from different things. I was completely sidetracked from the idea, that robots are calculated each tick and not once at the start of their travel. In other words: You can calculate the position of the bots ...
- Tue Sep 13, 2022 6:23 pm
- Forum: Ideas and Suggestions
- Topic: Please add continents and islands elevation functions
- Replies: 7
- Views: 2326
Re: Please add continents and islands elevation functions
Thanks. I realized that I missed to read the "WHY", because of the pics, so this makes now sense.
Perhaps next time you can hide the pics with a spoiler:
Perhaps next time you can hide the pics with a spoiler:
Naked pics
Code: Select all
[spoiler=Naked pics]
[img][/img]
[/spoiler]
- Tue Sep 13, 2022 2:56 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 83
- Views: 47493
- Tue Sep 13, 2022 6:58 am
- Forum: Ideas and Suggestions
- Topic: Please add continents and islands elevation functions
- Replies: 7
- Views: 2326
Re: Please add continents and islands elevation functions
What I understood was this: there is some parameter in the map generator, which does something, and you want to have it available in the GUI of the map-generator. And you also suggest to add another parameter which depends somehow to a distance and reverses that first parameter. The rest I don’t und...
- Mon Sep 12, 2022 2:22 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 9102
Re: Bots that are aware of their charge level and plan accordingly.
(This topic isn't exactly new, see e.g. this thread from 2016 in "Not a bug": /viewtopic.php?t=37124 , where the situation is even worse. The bots fail to cross the hole and get stuck in an infinite loop instead.) This one is in my opinion more or less a bug. Because in my last game I had...
- Mon Sep 12, 2022 2:00 pm
- Forum: Ideas and Suggestions
- Topic: Razer Chroma and Logitech LED Color Change
- Replies: 5
- Views: 1519
Re: Razer Chroma and Logitech LED Color Change
Ok, then I take back what I said. I thought there is some kind of library from Razor or so, which does "magic" stuff. But now it seems to be more or less a "voluntary subproject" of Factorio development and this means the place for this suggestion here is correct. Maybe Razor sho...
- Sun Sep 11, 2022 9:48 am
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 9102
Re: Bots that are aware of their charge level and plan accordingly.
What came into my mind is this: the position of each robot seems to be updated each tick. Which is great (because Factorio seems to do this for 10000 robots per tick without much hassle), but indeed: most times we can absolutely predict where a robot should be at a given time. This is only interrupt...
- Sun Sep 11, 2022 8:16 am
- Forum: Ideas and Suggestions
- Topic: Allow walls and gates in the upgrade planner
- Replies: 2
- Views: 926
Re: Allow walls and gates in the upgrade planner
You mean that walls can be upgraded to gates and gates can be upgraded to walls? What a simple but great idea! Nice!
- Sun Sep 11, 2022 8:10 am
- Forum: Ideas and Suggestions
- Topic: Razer Chroma and Logitech LED Color Change
- Replies: 5
- Views: 1519
Re: Razer Chroma and Logitech LED Color Change
I think you’re wrong here. Wube has been paid to built in the Razor drivers, so the logical target of your request is Razor.
- Sun Sep 11, 2022 7:59 am
- Forum: Implemented in 2.0
- Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
- Replies: 39
- Views: 11279
Re: Upgrade entities when blueprinting with shift or ctrl
merged with existing topic Isn’t this a more useful feature when you can also downgrade? And is that not more useful, when you can just replace entities completely, when they are not matching? Eventually both makes sense, but I point to https://forums.factorio.com/viewtopic.php?f=6&t=59554 (Hot...
- Fri Sep 09, 2022 6:12 am
- Forum: Ideas and Suggestions
- Topic: Repair packs: not from Roboport for personal losgistic
- Replies: 10
- Views: 2310
Re: Repair packs: not from Roboport for personal losgistic
I had an idea (but it’s a bit off-topic): what if roboports would behave like supply chests? In this case: you can say how much logistic- and construction-bots should be in this roboport. And how many repair packs. And you can put all three items in and out via inserters. But because they also work ...