Search found 1669 matches

by bobucles
Thu Apr 02, 2020 12:06 pm
Forum: Ideas and Suggestions
Topic: auto drag roboport
Replies: 21
Views: 5828

Re: auto drag roboport

Blueprinting is useless early game, due to the speed of the bots, it's actually slower to use BP's until you get worker robot speed researched X times. I get that using a BP would mark the places, but again doing that would be even slower. So for me there is no solution here. Low level bots are ama...
by bobucles
Wed Apr 01, 2020 9:27 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 41515

Re: Friday Facts #340 - Deep desyncs

Every design choice is always a tradeoff. Factorio uses a very hard deterministic structure where all players run 100% simulation of the game at the same time. One of the nice things is that it's very hard to cheat in such a system. A player who provides bad data will simply desync and can't corrupt...
by bobucles
Fri Mar 27, 2020 10:58 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 41515

Re: Friday Facts #340 - Deep desyncs

Drison wrote:
Fri Mar 27, 2020 1:40 pm
More NEW official content please, not just bugfixes for mods...
But if you really think about it, fixing a game breaking bug in a mod is effectively adding new functional content to the game.
by bobucles
Tue Mar 17, 2020 1:23 pm
Forum: General discussion
Topic: Challenge: maximum net energy from a blue belt of coal
Replies: 71
Views: 25496

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...
by bobucles
Sat Mar 14, 2020 4:50 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 52040

Re: Friday Facts #338 - The (real) Character GUI

Dying turns logistics off
Noice.
Logi system now does minimum and maximum
Double noice.
by bobucles
Fri Mar 13, 2020 6:36 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60442

Re: Optimization idea: abstraction

My suggestion doesn't change literally anything as far as the player is aware.
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.
by bobucles
Fri Mar 13, 2020 1:18 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60442

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...
by bobucles
Tue Mar 10, 2020 11:44 pm
Forum: General discussion
Topic: Entities consuming/producing fluid never go to sleep
Replies: 19
Views: 5230

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.
by bobucles
Fri Mar 06, 2020 2:01 pm
Forum: Ideas and Suggestions
Topic: Ability to silence audible alerts from anywhere
Replies: 10
Views: 2879

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...
by bobucles
Thu Mar 05, 2020 12:50 pm
Forum: Ideas and Suggestions
Topic: [Request] ELECTRIC BOILER
Replies: 40
Views: 24449

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...
by bobucles
Wed Mar 04, 2020 3:13 pm
Forum: Ideas and Suggestions
Topic: Armor Recipes
Replies: 7
Views: 1918

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...
by bobucles
Tue Mar 03, 2020 3:54 pm
Forum: General discussion
Topic: Ingame icons and health bars!
Replies: 7
Views: 3085

Re: Ingame icons and health bars!

The number one tool for getting in game screen shots is Ctrl-PrtScr and MSpaint. :roll:
by bobucles
Tue Mar 03, 2020 2:13 pm
Forum: News
Topic: Friday Facts #336 - Offshore pump redesign
Replies: 51
Views: 21736

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...
by bobucles
Tue Mar 03, 2020 2:10 pm
Forum: General discussion
Topic: 0.18 DeathWorld
Replies: 29
Views: 14776

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...
by bobucles
Wed Feb 26, 2020 9:48 pm
Forum: General discussion
Topic: 0.18 DeathWorld
Replies: 29
Views: 14776

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...
by bobucles
Wed Feb 26, 2020 12:56 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200600

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...
by bobucles
Thu Feb 20, 2020 10:53 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200600

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...
by bobucles
Wed Feb 19, 2020 4:37 pm
Forum: Ideas and Suggestions
Topic: Full Fuell Wait Condition for Trains
Replies: 18
Views: 4612

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...
by bobucles
Mon Feb 17, 2020 1:39 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200600

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.
by bobucles
Fri Feb 07, 2020 2:55 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200600

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...

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