Search found 153 matches
- Mon Dec 21, 2020 5:34 pm
- Forum: Balancing
- Topic: Atomic bomb is too weak
- Replies: 6
- Views: 4206
Re: Atomic bomb is too weak
Yes it is my mod (sorry for the shameless self promotion there). The mod takes a reasonably capable computer, at least for the larger nukes, but its yields are to scale, and that includes the 100kt. It requires a fair amount of memory, particularly for the 100kt - less than 12GB and it crashes no ma...
- Sun Dec 20, 2020 8:48 pm
- Forum: Ideas and Suggestions
- Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
- Replies: 12
- Views: 3264
Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Yeah, I haven't had any luck trying to decode the system either. Even if there are no changes, it might be worth someone who does understand the queue (maybe even the devs) adding a wiki page (or an in game tutorial) on this topic, simply so that players have a way of finding out about how the syste...
- Fri Dec 18, 2020 9:33 pm
- Forum: Ideas and Suggestions
- Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
- Replies: 12
- Views: 3264
Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Just as another note: The personal roboport should really have priority - looking at it from the perspective of a player who doesn't know about the queue limit, and it is easy to believe the roboport isn't working, as it will simply not respond for minutes on end, with no apparent cause. Another way...
- Fri Dec 18, 2020 9:13 pm
- Forum: Ideas and Suggestions
- Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
- Replies: 12
- Views: 3264
Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
My problem isn't that I don't like the system - I'm fine with the fact it exists, but was thinking that something could be done to reduce the impact on the player - it is really annoying to have to repair a base by hand, even though it has nothing to do with a different base which is busy. I was mak...
- Thu Dec 17, 2020 10:50 pm
- Forum: Ideas and Suggestions
- Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
- Replies: 12
- Views: 3264
Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
From my (relatively limited) testing it does seem to be the case that the bases can interfere, and I agree that this could be very bad, for instance preventing a remote base from repairing because the main base has too many robo tasks to complete. The only reason I noticed this was that I have made ...
- Thu Dec 17, 2020 10:42 pm
- Forum: Ideas and Suggestions
- Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
- Replies: 12
- Views: 3264
Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Yes they are entirely separate - sorry for this not being clear. This will not show normally as you need hundreds, if not thousands, of tasks in the queue - see the warning in the screenshot says 71k buildings destroyed, so it requires an extreme situation for this to come into affect. The only reas...
- Thu Dec 17, 2020 12:26 pm
- Forum: Balancing
- Topic: Atomic bomb is too weak
- Replies: 6
- Views: 4206
Re: Atomic bomb is too weak
I know I'm a bit late, but if you don't mind the performance hit, I have a mod to do realistic levels of damage (including artillery nukes - up to 100kt):
https://mods.factorio.com/mod/True-Nukes
https://mods.factorio.com/mod/True-Nukes
- Thu Dec 17, 2020 10:05 am
- Forum: Ideas and Suggestions
- Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
- Replies: 12
- Views: 3264
Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
To clarify - in the above pictures my character is nowhere near in range of any roboports, so the damage should be fixed by the personal roboport equipment, but isn't because the game is too busy doing repairs elsewhere.
- Thu Dec 17, 2020 10:03 am
- Forum: Ideas and Suggestions
- Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
- Replies: 12
- Views: 3264
Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
I don't want the repairs to have higher priority, I just want the repairs to be split among separate roboports. The main base is going mad right now repairing damage, but my player just has to wait around for it to happen. I don't care if it prioritises building deconstruction or what - I just want ...
- Wed Dec 16, 2020 10:47 pm
- Forum: Ideas and Suggestions
- Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
- Replies: 12
- Views: 3264
Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
TL;DR Change the logistic system so that when more buildings are damaged than the drones will attempt to repair at once, separate logistic systems still attempt repairs What ? I can't find a good term for it - I'm sure one exists - but when a large number of buildings are damaged without repair pac...
- Wed Dec 16, 2020 9:50 pm
- Forum: Modding interface requests
- Topic: Add efficient method for damaging (or killing) LuaEntities from the lua API
- Replies: 4
- Views: 1237
Add efficient method for damaging (or killing) LuaEntities from the lua API
TL;DR Adding a method to the LuaEntity lua API, which can do damage to (or just kill) the entity, without spawning particles/nice graphical effects, for performance reasons. What ? The current die() ,and damage() methods in LuaEntity trigger all the particles and effects associated with the death o...
- Fri Jul 31, 2020 4:54 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 45499
Re: Friday Facts #357 - Nuke
Great idea, really! Moreover, since Factorio has damage types, we can go further and apply physical (shock wave), heat and "radiation" (poison should constitute well instead) damages with different falloff! Thanks! To add a lasting radiation around the crater, you can effectively just re-...
- Sun Jul 26, 2020 4:44 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 45499
Re: Friday Facts #357 - Nuke
I have been playing around with Factorio's nukes for a while, and I really do recommend the MushroomCloud mod, although I suspect it doesn't follow the same VRAM limits, so might be able to do more with big explosions (although maybe the game could have an option to turn on high VRAM mode to allow t...