Search found 229 matches

by mrudat
Sat Nov 03, 2018 12:52 am
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 47486

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Um. The various inventories already scroll? Presumably they continue to do so in future.
by mrudat
Fri Nov 02, 2018 10:28 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 47486

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

How about clicking on the recipe tag copies the recipe as if you copied the settings of a machine crafting that recipe?
by mrudat
Thu Nov 01, 2018 9:21 pm
Forum: General discussion
Topic: "Big power" options, low UPS hit
Replies: 52
Views: 11745

Re: "Big power" options, low UPS hit

Given UPS concerns, it would be marginally more efficient to manufacture the maximum tier, and just place that, rather than building increasing tiers of solar panels. Getting to megabase scale it may or may not be better to keep upgrading tiers, or just using vanilla solar until you've unlocked the ...
by mrudat
Thu Nov 01, 2018 9:04 pm
Forum: Gameplay Help
Topic: Coal or Solid Fuel
Replies: 12
Views: 14003

Re: Coal or Solid Fuel

Apparently coal cracking --productivity-> solid fuel yields more energy than burning coal directly.

I'm reasonably sure there's a post where someone's shown the math, but I don't have a link at hand.
by mrudat
Wed Oct 31, 2018 9:44 pm
Forum: General discussion
Topic: "Big power" options, low UPS hit
Replies: 52
Views: 11745

Re: "Big power" options, low UPS hit

How about Recursive Blueprints + Bot Landfill? It's not quite 'just build this thing', but once setup it should require 0 attention for infinite power. There are also a number of mods that offer more dense nuclear power (in terms of W/entity). Notably Bob's power and Advanced Electric, for example. ...
by mrudat
Sun Oct 28, 2018 2:12 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209771

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 t...
by mrudat
Wed Oct 24, 2018 10:46 pm
Forum: Ideas and Suggestions
Topic: Normalize crafting time tooltips (New Player Experience)
Replies: 11
Views: 4144

Re: Normalize crafting time tooltips (New Player Experience)

How about seconds to craft in what you're selecting the recipe for?
by mrudat
Mon Oct 22, 2018 10:12 am
Forum: Ideas and Requests For Mods
Topic: request for "the sims mode"
Replies: 6
Views: 2120

Re: request for "the sims mode"

As far as I am aware 0.17 will be released when it's ready enough; I don't believe that there's any particular date planned yet. I've not played around at all with the AI stuff in Factorio or elsewhere; I have neither the skill nor inclination to write such a mod. Also, in late game you generally us...
by mrudat
Sun Oct 21, 2018 9:07 am
Forum: Ideas and Requests For Mods
Topic: request for "the sims mode"
Replies: 6
Views: 2120

Re: request for "the sims mode"

One part of what you want to achieve is easy (using the mathematical definition of trivial :) ), in the sense that @canidae has built Brave New World , which does a large part of what you're asking for; catching a player's commands, and queuing them to be performed (in the case of Brave New World, b...
by mrudat
Sun Oct 21, 2018 5:51 am
Forum: Ideas and Requests For Mods
Topic: request for "the sims mode"
Replies: 6
Views: 2120

Re: request for "the sims mode"

From what little I know of player/character interaction, it could be feasible, though perhaps not straight forward. The brave new world mod does part of this; preventing a god controller (what a player controls if they're not controlling a character directly) from actually doing anything. Edit: it c...
by mrudat
Sat Oct 13, 2018 9:53 pm
Forum: Texture Packs
Topic: [Request] Large Walls
Replies: 9
Views: 5171

Re: [Request] Large Walls

As a test case, would it not work to either composite the base wall (shifted appropriately) to produce a visually taller wall, or perhaps edit the sprite sheet?

I presume your end goal is something like castle walls, rather than what could be a wall of sand bags on the front lines.
by mrudat
Sat Oct 13, 2018 9:41 pm
Forum: Ideas and Suggestions
Topic: Suggestion - Simple Build Animation Overlay
Replies: 6
Views: 2058

Re: Suggestion - Simple Build Animation Overlay

Given the building is compressed, and expanded on-site, perhaps animate the building expanding?
by mrudat
Fri Oct 12, 2018 11:30 pm
Forum: Implemented mod requests
Topic: cache data.raw instead of recalculating on every startup
Replies: 7
Views: 2352

cache data.raw instead of recalculating on every startup

I think it would be useful to cache data.raw, given that it can take a significant amount of time to recalculate, especially for more complicated mods. It could work something like the following for each mod, checksum all of the .lua files (to account for requiring files) if the checksums match the ...
by mrudat
Fri Oct 12, 2018 10:05 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44347

Re: Friday Facts #264 - Texture streaming

Have you compared the performance of compositing sprites on-the-fly in the GPU, as opposed to pre-compositing a stack of sprites (probably also using the GPU, but as part of loading the sprites) and storing the results in VRAM? In theory, for an electric-mining-drill pre-compositing could potentiall...
by mrudat
Tue Oct 09, 2018 10:25 am
Forum: Mods
Topic: No Fluids to Mine
Replies: 6
Views: 2685

Re: No Fluids to Mine

Updated to actually support ores other than uranium, with help from staviq. Also added support for palleting/boxing mods by creating the rubble items early, and hiding unused items in data-final-fixes.
by mrudat
Tue Oct 02, 2018 12:40 am
Forum: Implemented mod requests
Topic: LuaEntityPrototype - counts in items_to_place_this
Replies: 2
Views: 967

Re: LuaEntityPrototype - counts in items_to_place_this

Huh. I had assumed that curved rail would require { "straight-rail", "straight-rail", "straight-rail", "straight-rail", "straight-rail" }, but never checked to confirm.
by mrudat
Sat Sep 29, 2018 8:23 am
Forum: Modding help
Topic: identifier for a logistics network?
Replies: 0
Views: 404

identifier for a logistics network?

I want to store some data associated with a logistics network (specifically ghosts within the build area of a logistics network), and I'm wondering if there's some sort of identifier that I can use. It appears that a LuaLogisticNetwork is derived on the fly upon request (or at least, a new Lua objec...
by mrudat
Fri Sep 28, 2018 10:35 am
Forum: Ideas and Requests For Mods
Topic: Optimisation rather than research?
Replies: 0
Views: 591

Optimisation rather than research?

I never really got the point of 'research' in strategy games; the majority of the stuff you're researching (at least in a high-tech campaign) is stuff that you should be able to look up in an encyclopedia to find out how to do, rather than nominally figuring out how to do this entirely new ground-br...
by mrudat
Thu Sep 27, 2018 10:08 pm
Forum: Balancing
Topic: What would it do to fluid balance if barrels didn't unload at ludicrous speed?
Replies: 12
Views: 4389

What would it do to fluid balance if barrels didn't unload at ludicrous speed?

A thought occurred to me about barrels vs fluid wagons vs pipes, and I couldn't find any other post that suggested it. What would it do to the barrel/fluid wagon/pipe balance if barrels were to be unloaded at closer to their real-world speed rather than at ludicrous speed ? A quick google search lea...
by mrudat
Thu Sep 27, 2018 8:50 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 40744

Re: Friday Facts #261 - Performance + New player interaction

On the subject of the arrows in the inserter image; if you use a miniature map, rather than a static image, would it not be best to use inserters and the standard inserter arrows to indicate what the inserters allow you to do; it avoids needing a second graphic for an arrow, a different choice of co...

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