Search found 7 matches

by secelt
Sun Feb 04, 2024 2:15 pm
Forum: Ideas and Suggestions
Topic: add support for newer codecs
Replies: 8
Views: 578

Re: add support for newer codecs

Did you miss the massive thing where Unity tried to retroactively change its license agreement? And which license is it under? Because the link you gave only said "royalty-free" which leaves a whole heap of nasty stuff open. the format and algorithms of JPEGĀ XL are standardized as ISOĀ 181...
by secelt
Sat Feb 03, 2024 2:05 am
Forum: Ideas and Suggestions
Topic: add support for newer codecs
Replies: 8
Views: 578

add support for newer codecs

FactorioĀ 1.1 contains over 1Ā GiB of graphics data and over 128Ā MiB of sound data, encoded in PNG and Ogg Vorbis, respectively. both of these codecs are quite old and have been superseded in recent years. i hope that the Factorio devs implement support for these better codecs to reduce download sizes...
by secelt
Fri Jan 19, 2024 1:35 am
Forum: Ideas and Suggestions
Topic: Make inserter speeds simpler (for 2.0?)
Replies: 3
Views: 392

Re: Make inserter speeds simpler (for 2.0?)

The thing isā€¦ inserter speeds donā€™t have any meaning except ā€œitā€™s fast enoughā€ or ā€œitā€™s not so add more inserters.ā€ iā€™m just saying that itā€™s quite difficult to calculate when a certain number of inserters is ā€œfast enoughā€, even for chestā€toā€chest transfers without any itemsā€onā€belt inconsistency.
by secelt
Fri Jan 19, 2024 1:18 am
Forum: Ideas and Suggestions
Topic: Make inserter speeds simpler (for 2.0?)
Replies: 3
Views: 392

Make inserter speeds simpler (for 2.0?)

i think inserter rotation speeds are much too complicated to reason about, especially for new players. for example, without looking it up, how many full turns per second does the regular, basic, yellow inserter make? (equivalently, what is its chestā€toā€chest throughput, without any capacity bonus?) ...
by secelt
Fri Dec 08, 2023 1:29 pm
Forum: Ideas and Suggestions
Topic: Always show underground max range visualization
Replies: 6
Views: 600

Re: Always show underground max range visualization

yes, exactly this! iā€™ll also add that this ā€œmaximum rangeā€ should be shown while placing the first half of the underneathie, so that you can place it exactly right the first time! right now, i often place the ā€œoutā€ underground belt first, then reverse it, then place the ā€œinā€ underground belt at the ...
by secelt
Sat Jan 21, 2023 5:50 am
Forum: Ideas and Suggestions
Topic: Empty Module Slots and Upgrade Planner - Let's Talk
Replies: 21
Views: 6828

Re: Empty Module Slots and Upgrade Planner - Let's Talk

+1. i just ran into this problem and thought of the exact same solution. it seemed so obvious that i was shocked it didnā€™t work.
by secelt
Sat Dec 03, 2022 3:54 am
Forum: Won't fix.
Topic: [1.1.73] resource paths arenā€™t recognized for mods with certain patterns of underscores in their names
Replies: 1
Views: 775

[1.1.73] resource paths arenā€™t recognized for mods with certain patterns of underscores in their names

i was testing which patterns of mod names are actually allowed, since the wiki is a bit ambiguous on this. when making test mods, i figured out that if a modā€™s name begins or ends with an underscore or contains a sequence of 2 or more underscores, it is not parsed correctly in resource paths. they a...

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