Search found 229 matches
- 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.
- 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?
- 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 ...
- 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.
I'm reasonably sure there's a post where someone's shown the math, but I don't have a link at hand.
- 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. ...
- 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...
- 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?
- 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...
- 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...
- 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...
- 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.
I presume your end goal is something like castle walls, rather than what could be a wall of sand bags on the front lines.
- 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?
- 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 ...
- 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...
- 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.
- 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.
- 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...
- 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...
- 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...
- 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...