Search found 684 matches

by hoho
Wed Jan 18, 2017 10:09 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 110735

Re: Friday Facts #173 - Nuclear stuff is almost done

[quote="Deadly-Bagel"]If there was a basic story (that made sense) we probably wouldn't have so many players wanting more content[/quote}
There is. It's called the campaign :)

It's just that majority of people play the "freeplay" thingy with randomly generated world.
by hoho
Wed Jan 18, 2017 10:07 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3900
Views: 1899918

Re: Bugs & FAQ

ARADPLAUG wrote:This really bothers me, is it intentional or an oversight?
Just offset the two rows by two tiles and divert excess gas to somewhere else.
by hoho
Wed Jan 18, 2017 8:37 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 110735

Re: Friday Facts #173 - Nuclear stuff is almost done

It's just that adding content won't solve the core issue of there never being a point where player would always have a reasonable end-goal.
This is such a bizarre statement. There is only one end therefore how can you always have an end goal? Once you reach your end goal it's not like you get ...
by hoho
Tue Jan 17, 2017 3:13 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 439
Views: 290877

Re: Parrallel processing in games & applications

The tick# is a timestamp. It should not be any more fragile compared to any other method of keeping order as it should not be altered in the multithreaded area, as that is all about the update within the tick, making it a constant.
I must be misunderstanding something here. I assumed that the ...
by hoho
Tue Jan 17, 2017 1:27 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 110735

Re: Friday Facts #173 - Nuclear stuff is almost done

Well, since Factorio already supports multiple surfaces, the solution is simple: space colonization.
It's not "solution", really. It'll just push the point of "I have nothing else to do" one level deeper :)

In the beginning, the "end game" was to build rocket silo. Next, we got to actually launch ...
by hoho
Tue Jan 17, 2017 1:21 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 439
Views: 290877

Re: Parrallel processing in games & applications

I am offering a technique that removes the multithreading headaches that are caused by "inserter A must be processed before inserter B".
You claim that the ordering wouldn't pose an issue but instead of explaining how exactly, so far you've essentially said some sort of magic is required to ...
by hoho
Tue Jan 17, 2017 1:00 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 439
Views: 290877

Re: Parrallel processing in games & applications

For example a provider chest would need to check for players, inserters and bots, each of those would also need to check the chest, the inserters, the player and the bots to see if their "pull item out" interaction succeeded. Don't forget mods being able to insert stuff randomly as well ;)
A ...
by hoho
Tue Jan 17, 2017 10:44 am
Forum: Modding help
Topic: Any methods for dynamic production modifiers?
Replies: 5
Views: 2477

Re: Any methods for dynamic production modifiers?

Yes, these would be the ones :)

Also all those "bonus" and "modifier" things listed here:
http://lua-api.factorio.com/latest/LuaF ... l#LuaForce

Those two lists should give quite a few things one can use as a bonus.
by hoho
Tue Jan 17, 2017 10:40 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 439
Views: 290877

Re: Parrallel processing in games & applications

Forgot one thing:
The final merge of the results from different threads also can't be parallelised.
That is based upon the only currently available "stable" style of multithreading. "I have a list, I want to add it all together", or "I have a list, I want to transform it in some way". If you do ...
by hoho
Tue Jan 17, 2017 8:49 am
Forum: Modding help
Topic: Any methods for dynamic production modifiers?
Replies: 5
Views: 2477

Re: Any methods for dynamic production modifiers?

What should be possible to change run-time is handcrafting/mining, running, research speeds and player inventory size.
by hoho
Tue Jan 17, 2017 8:02 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 110735

Re: Friday Facts #173 - Nuclear stuff is almost done

Why should I keep digging up resources to do research that'll likely never pay itself back?
Same reason why people build 1 rocket per minute factories - because they can :)
Whee, finally.

Even so I have a big problem with it that unless you bother to do the calculations you won't know that it'll ...
by hoho
Tue Jan 17, 2017 7:59 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2074884

Re: Development and Discussion

I really hate the idea of productivity and with 0.15 they are introducing a global productivity for mining, which is even worse
I wouldn't worry about mining production research stuff all that much. If the stuff shown in FFF is to go by, it's quite similar to the research speed research that it ...
by hoho
Tue Jan 17, 2017 7:55 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 439
Views: 290877

Re: Parrallel processing in games & applications

@OP, you didn't address the need of perfect determinism in your response to criticism of your original post.
Hmm... because I don't see that there is any indeterminism. Your question about the two inserters removing things from the same chest was addressed in my first post, so I'm not sure what ...
by hoho
Mon Jan 16, 2017 9:17 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 110735

Re: Friday Facts #173 - Nuclear stuff is almost done

Xeanoa wrote:Why should I keep digging up resources to do research that'll likely never pay itself back?
Same reason why people build 1 rocket per minute factories - because they can :)
by hoho
Mon Jan 16, 2017 9:06 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 439
Views: 290877

Re: Parrallel processing in games & applications

@OP, you didn't address the need of perfect determinism in your response to criticism of your original post.

Sure, you could "double buffer" the game and split the computations but you still *have* to ensure perfect determinism. E.g you can't have inserters moving stuff from the same chest be ...
by hoho
Mon Jan 16, 2017 8:51 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 110735

Re: Friday Facts #173 - Nuclear stuff is almost done

Really wish they'd add an alternative to rockets already, that's really getting old fast, but endless research as an resource sink feels empty. How about, say, an 'ultimate defence perimeter' project, which you supply with copious amounts of military equipment, and then call in settlers from your ...
by hoho
Mon Jan 16, 2017 7:24 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 110735

Re: Friday Facts #173 - Nuclear stuff is almost done

Has nobody else noticed that you need almost 3 million ore to get a return on this mining productivity research? Per level ? You won't see a return on level 10 mining productivity until you mine 30 million ore after completing the research . And that's not even considering the 5,100 Petroleum per ...
by hoho
Sat Jan 14, 2017 7:53 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 110735

Re: Friday Facts #173 - Nuclear stuff is almost done

Ranakastrasz wrote:Productvity research. I hope that is applicable to anything, not just mining drills.
Increased efficiency for oil pumps would be nice.
by hoho
Fri Jan 13, 2017 11:42 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 110735

Re: Friday Facts #173 - Nuclear stuff is almost done

good news.. but... wait.. no iconic cooling towers :-( :-(
I skimmed over some of the replies so this may have already been proposed but why not just integrate the cooling towers into whatever the graphics for the reactors would end up being?

It probably wouldn't be as impressive as a separate ...
by hoho
Thu Jan 12, 2017 8:22 am
Forum: News
Topic: Friday Facts #171 - So long 2016
Replies: 37
Views: 27617

Re: Friday Facts #171 - So long 2016

hitzu wrote:For the player it doesn't matter what kind of tree was killed. At the same time it doesn't matter how many bugs were killed, but the effectiveness.
Problems start when players start adding custom entities. How would those be grouped?

Go to advanced search