But if you really think about it, fixing a game breaking bug in a mod is effectively adding new functional content to the game.
Search found 1707 matches
- Fri Mar 27, 2020 10:58 pm
- Forum: News
- Topic: Friday Facts #340 - Deep desyncs
- Replies: 82
- Views: 44919
- Tue Mar 17, 2020 1:23 pm
- Forum: General discussion
- Topic: Challenge: maximum net energy from a blue belt of coal
- Replies: 71
- Views: 27879
Re: Challenge: maximum net energy from a blue belt of coal
Beacon bonus shrinks smoothly as power decreases. I was wrong, it is possible to save energy and keep the full beacon bonus, if you turn off power when they aren't watching. https://forums.factorio.com/viewtopic.php?f=58&t=82236 Absolutely devilish. But how do you synchronize the beacon power s...
- Sat Mar 14, 2020 4:50 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 56455
Re: Friday Facts #338 - The (real) Character GUI
Noice.Dying turns logistics off
Double noice.Logi system now does minimum and maximum
- Fri Mar 13, 2020 6:36 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 70034
Re: Optimization idea: abstraction
Magic makes a lot of things possible. That doesn't mean it's possible. There are existing solutions like clusterio, that's as close as it gets to magic box factory abstraction.My suggestion doesn't change literally anything as far as the player is aware.
- Fri Mar 13, 2020 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 70034
Re: Optimization idea: abstraction
I'm pretty sure we had this discussion a long time ago. The big issue with abstracting the factory out is that you no longer have a factory to look at. It's just a black box with inputs and outputs. You can do the same thing with gigantic magic cheat boxes, but who wants to build their factory out o...
- Tue Mar 10, 2020 11:44 pm
- Forum: General discussion
- Topic: Entities consuming/producing fluid never go to sleep
- Replies: 19
- Views: 5995
Re: Entities consuming/producing fluid never go to sleep
Wait, so a fluid producer can have nothing to do and still be active? Neat. Post your save, devs love that sort of weird stuff.
- Fri Mar 06, 2020 2:01 pm
- Forum: Ideas and Suggestions
- Topic: Ability to silence audible alerts from anywhere
- Replies: 10
- Views: 3429
Re: Ability to silence audible alerts from anywhere
There's also a pile of other console commands to play with. https://wiki.factorio.com/Console /mute-programmable-speaker <mute/unmute> <local/everyone> /mute-programmable-speaker mute local Mutes or unmutes the global sounds created by the Programmable Speaker. Use “local” to mute just the local cli...
- Thu Mar 05, 2020 12:50 pm
- Forum: Ideas and Suggestions
- Topic: [Request] ELECTRIC BOILER
- Replies: 40
- Views: 26325
Re: Addition of electric boilers
The main reason to not allow electric boilers is due to the "safe" nature of factory failure. Electric boilers consume energy and can be used to produce energy, but only with some kind of loss penalty. if you were to generate electric energy in an infinite loop, it'd do nothing but drain y...
- Wed Mar 04, 2020 3:13 pm
- Forum: Ideas and Suggestions
- Topic: Armor Recipes
- Replies: 7
- Views: 2284
Re: Armor Recipes
It would certainly be neat to have a crafting chain from basic armor all the way to mk2. Overall, the module space inherent in the armor never decreases, it only increases. So it could theoretically work in the default game, the armor only gets better after all. It does seems like a pretty low prior...
- Tue Mar 03, 2020 3:54 pm
- Forum: General discussion
- Topic: Ingame icons and health bars!
- Replies: 7
- Views: 3421
Re: Ingame icons and health bars!
The number one tool for getting in game screen shots is Ctrl-PrtScr and MSpaint.
- Tue Mar 03, 2020 2:13 pm
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 23727
Re: Friday Facts #336 - Offshore pump redesign
Proposing a low flow mode for an unpowered (speculative) burner pump. Water flow should be around 60 or 120/s. This probably won't change much. Players will solve their problems by stacking a dozen unpowered pumps, that way they're guaranteed to be okay. They're cheap enough to spam build, after al...
- Tue Mar 03, 2020 2:10 pm
- Forum: General discussion
- Topic: 0.18 DeathWorld
- Replies: 29
- Views: 15835
Re: 0.18 DeathWorld
There is a very difficult early game point where you need to advance beyond bullet ammo and get flame throwers before blue biters hit the field. Most biter evolution comes from generating pollution, and marathon 10x mode means you'll be producing 10 times as much to climb up the tech tree. If the bi...
- Wed Feb 26, 2020 9:48 pm
- Forum: General discussion
- Topic: 0.18 DeathWorld
- Replies: 29
- Views: 15835
Re: 0.18 DeathWorld
I keep getting the suspicion that up to a certain perimeter length, regular manual repairs and refilling with ammo takes less time than the time it takes to build these sorts of self-sustained defenses. And I also usually switch to lasers ASAP to avoid needing that kind of stuff (among other reason...
- Wed Feb 26, 2020 12:56 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 438
- Views: 222076
Re: Parrallel processing in games & applications
Simple arrays are fantastic for running super fast code, however most objects in factorio have to be added and removed in arbitrary ways. Working through an array is fast, but adding and removing elements is slow and only gets slower as the array grows. If an exploding item simply leaves the array s...
- Thu Feb 20, 2020 10:53 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 438
- Views: 222076
Re: Parrallel processing in games & applications
When it comes to programming, everyone is an expert! :lol: Such is the nature of internet forums. It's easy to open up task manager, look at any CPUs not running at 100%, and cry out "Look at those empty clocks! My game can go THAT much faster!". If only optimizing code was that easy. Ther...
- Wed Feb 19, 2020 4:37 pm
- Forum: Ideas and Suggestions
- Topic: Full Fuell Wait Condition for Trains
- Replies: 18
- Views: 5553
Re: New train schedule condition: Fuel amount
A fuel wait simply isn't a terribly important condition. Train fuel consumption isn't very high, and train refueling is extremely fast. It takes a very special setup to have a train load or unload more slowly than it can refuel. As long as your train has at least one location in its route where it c...
- Mon Feb 17, 2020 1:39 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 438
- Views: 222076
Re: Parrallel processing in games & applications
GPU computing does not have the same abilities as CPU computing. Each new generation gets more stuff, but if it's not up to the whole task then it won't work.
- Fri Feb 07, 2020 2:55 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 438
- Views: 222076
Re: Parrallel processing in games & applications
The biggest factorio chokepoint revolves around memory access performance. Running more clones of factorio.exe would only multiply the amount of memory bandwidth that your PC requires. The synchronous nature of multiplayer requires that everyone runs the exact same simulation, so you can't truly dum...
- Fri Feb 07, 2020 2:47 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 24632
Re: Friday Facts #332 - More sounds & Map color tweaks
It's also fair to say that the engineer would be wearing some form of ear protection in their factory. The heavy clang clang sound of a thousand machines will add up quickly, and any engineer without earplugs will quickly find themselves in trouble. The first types of sounds to get suppressed from e...
- Wed Feb 05, 2020 7:06 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 24632
Re: Friday Facts #332 - More sounds & Map color tweaks
Audible feedback is very important for situational awareness, How much situational awareness does sound really need to provide? There's nothing in the factory that can really hurt you or fail in some catastrophic way. There can be one thing or a thousand moving things, and it doesn't really change ...