Search found 57 matches
- Tue Aug 30, 2022 8:12 pm
- Forum: Ideas and Suggestions
- Topic: [Optimization] Lamp performance improvement
- Replies: 2
- Views: 788
[Optimization] Lamp performance improvement
TL;DR Lamp optimization; change them to work entirely like solar panels to further reduce their performance impact, adjust visuals slightly to accomodate. Note : This suggestion applies to normal, non-circuited lamps only. Circuited lamps can't be optimized as I am about to suggest and should remai...
- Sat Aug 27, 2022 10:36 am
- Forum: Logistic Train Network
- Topic: Automatic wagon slot filtering?
- Replies: 1
- Views: 1418
Automatic wagon slot filtering?
Tl;Dr: does LTN offer a way to automatically filter wagon slots for each delivery? This would be useful, but I can't find any documentation about it. Long version: I recently learned that LTN can do mixed item-type trains, as well as partially filling trains. This is handy in some cases, but also tr...
- Sun May 15, 2022 3:59 pm
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 35
- Views: 9547
Re: Potentially easy chest-behavior performance optimization
Going to break this up a bit so I can respond more easily without a wall of text. To add a special behavior for when the chest contains all of the same simple item and stored compactly, you would need to add (in my estimation): 1. A 2-byte field with the index of the first non-full slot, or 0 if the...
- Sat May 14, 2022 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 35
- Views: 9547
Re: [Optimization] Improvement for container insertion logic
First of all, thank you for this great explanation. Most of it I did know, but you showed me some new aspects. How long did it take to make this post? The subject is interesting. Second: when shrinked to only one item type, this looks like a real improvement. But I can’t be sure, because in general...
- Fri May 13, 2022 6:15 pm
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 35
- Views: 9547
Re: [Optimization] Improvement for container insertion logic
This is a typical case, where adding an index would make things faster. In special cases. 8-) A) don’t you think the last slot of a chest isn’t already cached? Why? :roll: B) general usage of index would lead to a very big index compared to the slots if there are many different things in a chest. S...
- Wed May 11, 2022 11:05 am
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 35
- Views: 9547
[Optimization] Improvement for container insertion logic
Have containers store two additional numbers: last index of item inserted and last index of item removed. Start iterating item insertion/removal from those, respectively. If a player or other thing that doesn't play by the 'rules' (iterates from start/end) touches the container, reset the counters....
- Fri Nov 27, 2020 10:09 am
- Forum: Modding interface requests
- Topic: [1.1.1] Hide character GUI while in a vehicle again?
- Replies: 4
- Views: 1318
[1.1.1] Hide character GUI while in a vehicle again?
Long story short, I strongly prefer to play with the Spidertron Engineer mod, which basically replaces your character with a spidertron. It does this by locking you inside a spidertron, and disabling all armor, gun, etc recipes so that the spidertron effectively is your character instead. As such, i...
- Sun Aug 25, 2019 3:45 am
- Forum: Duplicates
- Topic: [0.17.66] Walls will stay linked to adjacent water after the water is landfilled
- Replies: 2
- Views: 893
Re: [0.17.66] Walls will stay linked to adjacent water after the water is landfilled
Ah, alright, thank you for clearing that up. It's a very minor issue anyway, I was mainly reporting it on the behalf of a friend who was jokingly complaining about it. Edit: Though, wouldn't it make sense to have that linkage always vanish when a adjacent wall is removed? There's no way in normal ga...
- Sun Aug 25, 2019 3:25 am
- Forum: Duplicates
- Topic: [0.17.66] Walls will stay linked to adjacent water after the water is landfilled
- Replies: 2
- Views: 893
[0.17.66] Walls will stay linked to adjacent water after the water is landfilled
Stone walls will visually link to adjacent water tiles, similarly to how they link to adjacent walls. However, when this adjacent water tile is removed using landfill, the visual linkage remains and will not disappear until the wall itself is removed and replaced. See video below for demonstration. ...
- Thu May 31, 2018 2:30 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 122222
Re: Feedback
Possible issue, ultimate inserters of all types have 40 health on the latest version. Seems like since the trend is better building = faster + more health + more power consumption, they should probably have more health than fast/stack inserters (which have 150/160 respectively). Maybe it was a typo,...
- Thu Jan 18, 2018 10:05 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159334
Re: [MOD 0.16] Miniloader
I know this supports Bob's faster belts, but does it also support the faster belts from https://mods.factorio.com/mod/UltimateBelts?
- Mon Jul 31, 2017 5:33 am
- Forum: Bob's mods
- Topic: waste disposal.
- Replies: 15
- Views: 8682
Re: waste disposal.
Is... is this a bot? Strange, somewhat out of context message which isn't relevant to the thread, messed up formatting, short message with a link to a website... and this is that account's only post.Genord92 wrote:(cut by mod)
- Thu Jul 27, 2017 6:15 pm
- Forum: Bob's mods
- Topic: waste disposal.
- Replies: 15
- Views: 8682
Re: waste disposal.
Yknow that always kind of bugged me... shouldn't gas vents produce a lot of pollution? ATM they barely produce any at all, while theoretically venting enormous quantities of sulfur dioxide, hydrogen, even just nitrogen would be bad for the enviroment. if it's anything like earth, the important part...
- Thu Jul 27, 2017 10:17 am
- Forum: Bob's mods
- Topic: waste disposal.
- Replies: 15
- Views: 8682
Re: waste disposal.
Yknow that always kind of bugged me... shouldn't gas vents produce a lot of pollution? ATM they barely produce any at all, while theoretically venting enormous quantities of sulfur dioxide, hydrogen, even just nitrogen would be bad for the enviroment.
- Thu Jul 27, 2017 9:29 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1407541
Re: Development and Discussion
If anyone really wants to return to the old resin ratio while Angel is deciding how to handle it, open angelspetrochem.zip/prototypes/petrochem-override.lua with a text editor, and delete this on lines 74-77: { name = "bob-resin-wood", energy_required = 5, ingredients = { { name = "ra...
- Tue Jul 25, 2017 11:47 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1407541
Re: Development and Discussion
Also, resin is produced from raw wood. Raw wood cannot be produced outside of greenhouses, algae can only make processed wood, and even then you need methane to do it. Edit: you COULD go methanol>formaldehyde>resin, but that requires green catalysts, so silver and aluminum ore. Not early game by any...
- Sun Jul 23, 2017 9:30 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1407541
Re: Development and Discussion
Increasing the temperature would only increase the power generation rate and the power density of storage tanks. Steam engines always consume steam efficiently, if it's under-temp they produce less or consume more, if its over-temp they consume less. Paragraph from the factorio wiki Seems you didn'...
- Sat Jul 22, 2017 9:21 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1407541
Re: Development and Discussion
From a balance standpoint I really don't see the need for it either. You aren't going to use a ton of electric boilers, and they also already produce pollution in that they require electricity which usually produces pollution. And a machine producing pollution isn't really a consistent balance mech...
- Sat Jul 22, 2017 8:10 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1407541
Re: Development and Discussion
I have to say, i agree that boilers creating pollution doesn't make sense. "Pollution" is a catchall term/mechanic used for any kind of industrial waste, from CO2 to machining waste to physical enviromental damage from digging up ores. Most pollution pretty much makes sense, assembly machi...
- Sat Jul 22, 2017 3:18 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1407541
Re: Development and Discussion
Also recipes that require copper cables do not work automatically now in latest update angelssmelting_0.3.8.zip and angelsrefining_0.7.23.zip that I updated today. I can confirm this: http://imgur.com/h9gGttd.jpg I added an extra variable for that, so the game wont use the recipe to calculate craft...