Search found 153 matches

by BicycleEater
Fri Sep 01, 2023 5:48 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43701

Re: Friday Facts #374 - Smarter robots

I don't see any reason why this would be noticably more UPS intensive. The operations involved are: 1. like 4 multiply operations to find the location the robot would recharge at 2. "find roboport to recharge at" (notably this operation would have had to be done anyway) 3. literally nothi...
by BicycleEater
Fri Sep 01, 2023 5:37 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43701

Re: Friday Facts #374 - Smarter robots

TL;DR: For personal roboports only, we really, really, really need jobs sorted by distance from the player. ... This could honestly be done as a tweak to the deconstruction planner/blueprint deployer, at least I'd guess... Just adding tasks in a different order onto the queue, so the close ones get...
by BicycleEater
Fri Sep 01, 2023 5:35 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43701

Re: Friday Facts #374 - Smarter robots

... I agree with @BicycleEater. Literally every single statement he said is true. Also, addressing the UPS performance. There are some ways to optimize robot pathfinding, like pre-calculating maps from tile to tile, etc. However, even if the new pathfinding would be slower, it would be a breakthrou...
by BicycleEater
Fri Sep 01, 2023 5:31 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43701

Re: Friday Facts #374 - Smarter robots

With the addition of both queue's, have deadlocks been resolved? I saw no mention of this in the FF, and it was the first thing that crossed my mind as an interesting topic to discus. Imagine a task to cut down a tree, and another to build a building in that location. What if both tasks are assigne...
by BicycleEater
Fri Sep 01, 2023 5:26 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43701

Re: Friday Facts #374 - Smarter robots

The "solution" for bots running out of fuel and turning back, seems like a good idea when you have it set up as in the example. But if their start point was the nearest roboport to their destination, it wouldn't help. The construction area should prevent this under all conditions. If a de...
by BicycleEater
Fri Sep 01, 2023 4:15 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43701

Re: Friday Facts #374 - Smarter robots

Regarding the pathing over lakes: it seems that now you are using the selection of a roboport closer to the destination basically as a failure mode for when the ... This has a few problems, first it's more UPS intensive, I think the devs have stuck with the "path in a straight line" becau...
by BicycleEater
Fri Sep 01, 2023 2:31 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43701

Re: Friday Facts #374 - Smarter robots

Excellent! I’m glad these changes were feasible without much reduction in performance! I’m very glad for these QOL features and I’m extremely happy about the logistic robot request! Now I can easily remove the 2 random builder robots from my network!!! Everyone else in this thread is asking for mor...
by BicycleEater
Fri Sep 01, 2023 2:25 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43701

Re: Friday Facts #374 - Smarter robots

... Basically exactly this is what I've been arguing for. Look ahead, and pre-emptive recharge. It won't fix all cases, but defaulting to current behaviour should be fine. Also note that by doing this but taking roboports that are closer to the destination by, say, 1/3 the robots range, rather than...
by BicycleEater
Fri Sep 01, 2023 2:20 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43701

Re: Friday Facts #374 - Smarter robots

I've just thought for a while about the proposed update to drones, and there are situations where it performs pretty badly (though thanks to the choice of a 20% speed while crawling, it's still an improvement). If you have a long line of roboports almost tangential to the destination, but with a sli...
by BicycleEater
Fri Sep 01, 2023 1:33 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43701

Re: Friday Facts #374 - Smarter robots

Thank you so much for the updates to bots, they (were) probably the most annoying issues in the game, and this goes a long way. Just thinking though, can we maybe see something like this? https://forums.factorio.com/viewtopic.php?f=6&t=103400 Just since you're on the topic, and if bots work the ...
by BicycleEater
Sat Aug 26, 2023 11:23 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 71817

Re: Friday Facts #373 - Factorio: Space Age

With regards to the artillery issue, why not add some kind of early game artillery on nauvis, then give the player a better version unlocked on the different planets. Maybe nerf artillery, and allow the unlocking of, idk, missile silos? which have super high range and damage. Then make artillery rel...
by BicycleEater
Wed Aug 16, 2023 1:00 pm
Forum: Modding interface requests
Topic: Please add Read Only condition to Pumps like with belts
Replies: 4
Views: 662

Re: Please add Read Only condition to Pumps like with belts

Pump speed would be great, as there's no good way of reading that at the minute, to my knowledge.
by BicycleEater
Sun Aug 13, 2023 5:00 pm
Forum: Modding help
Topic: How to get the type of magazine which damaged the entity
Replies: 1
Views: 306

Re: How to get the type of magazine which damaged the entity

There are a few ways of doing what you're wanting to do, but I wouldn't use the 'on_entity_damaged' event. I'd either fit the explosion into the trigger effect, like the base-game does with tank shells and such, or I'd add a script trigger effect to the action effect, then add a listener to that. (s...
by BicycleEater
Fri Apr 21, 2023 3:29 pm
Forum: Modding help
Topic: Get autosave settings?
Replies: 6
Views: 925

Re: Get autosave settings?

I'm pretty sure you can't get that info - maybe put in a modding interface request, as it seems reasonable to want to know it...
by BicycleEater
Thu Apr 20, 2023 7:56 pm
Forum: Modding help
Topic: Get autosave settings?
Replies: 6
Views: 925

Re: Get autosave settings?

I don't know about anything else, but I just tested it and it seems like the autosave happens exactly when game.tick % interval == 0, though that was only a short test - to do it yourself, start up a creative save, and run the command `/c game.speed = 100`, and then change the autosave interval and ...
by BicycleEater
Tue Apr 18, 2023 5:13 pm
Forum: General discussion
Topic: Can't understand hate for handcrafting and love for early malls
Replies: 27
Views: 7082

Re: Can't understand hate for handcrafting and love for early malls

Generally I hand craft a fair amount, but the reason I dislike it is generally that when I'm handcrafting some big order (like rails or such), I'll then need like one inserter and a power pole for something else, and have to mess around to get those. If you manufacture things you often need, and han...
by BicycleEater
Sat Mar 18, 2023 4:32 pm
Forum: Modding interface requests
Topic: Expose more details about bot targets and charging
Replies: 0
Views: 418

Expose more details about bot targets and charging

TL;DR Add some more variables in the API to expose where a construction drone is trying to reach, and particularly where/whether it is currently trying to recharge. Why? This is specifically to allow more detailed mod-based playing with how bots behave - I'm trying to experiment with implementing a...
by BicycleEater
Wed Jan 18, 2023 4:14 pm
Forum: Ideas and Suggestions
Topic: Better fast belt bending using waypoints
Replies: 6
Views: 1515

Re: Better fast belt bending using waypoints

One thing about that is that it seems to vary the distance between snaps with the speed of the mouse, although I'm sure thats just an implementation detail...
by BicycleEater
Wed Jan 18, 2023 4:09 pm
Forum: Ideas and Suggestions
Topic: Better fast belt bending using waypoints
Replies: 6
Views: 1515

Re: Better fast belt bending using waypoints

Oh, yeah, just tried that and you're completely right - I'm an idiot apparently.
I think it was that those tools tend to draw things in more concretely, but honestly your system works perfectly well.

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