Search found 2593 matches

by FuryoftheStars
Sat May 04, 2024 1:03 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 159
Views: 17261

Re: Friday Facts #409 - Diminishing beacons

What you did won't change designs. More beacons is still better... If you truly wished for cutting their number, you would code hard limits on assemblers and other devices. Just like it is with efficiency but for productivity, speed etc. I don't think that was their goal. Instead, I feel like they ...
by FuryoftheStars
Fri May 03, 2024 11:39 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 159
Views: 17261

Re: Friday Facts #409 - Diminishing beacons

Agamemnon wrote:
Fri May 03, 2024 2:38 pm
Hottake: If a player is so far into Factory optimisation as to spam beacons and obsessing over exact production statistics, they can be expected to use a calculator.
argbla wrote:
Fri May 03, 2024 2:45 pm
Calculators? What are those? Machine go fast, engineer happy.
I'm right there with ya!
by FuryoftheStars
Fri May 03, 2024 11:04 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 159
Views: 17261

Re: Friday Facts #409 - Diminishing beacons

In https://factorio.com/blog/post/fff-402 the foundry crafts 260 times per second and I suspect that every craft needs 10 fluid (as max machine input fluid capacity is 20). That makes it require 2600 input fluid per second. For a single machine. Ludicrous indeed It's only using 2. https://forums.fa...
by FuryoftheStars
Fri May 03, 2024 12:21 pm
Forum: Technical Help
Topic: Nintendo switch out of system ram
Replies: 16
Views: 636

Re: Nintendo switch out of system ram

Gordfact47 wrote:
Fri May 03, 2024 7:14 am
You mean cutting down all the trees ?
There's a console command for removing all decoratives (the stuff that often gets left behind and sticks up through your concrete). Should be in the wiki somewhere, I think (under console commands).
by FuryoftheStars
Fri May 03, 2024 12:50 am
Forum: Modding interface requests
Topic: General localization for string setting values
Replies: 4
Views: 211

Re: General localization for string setting values

Please add a new localization section named "string-mod-setting-global" or similar that the game will check second after "string-mod-setting" that does not require the setting name as part of the locale ID. My concern with this approach is that the locale files are not specific ...
by FuryoftheStars
Thu May 02, 2024 9:26 pm
Forum: Technical Help
Topic: Specific version
Replies: 2
Views: 261

Re: Specific version

Is there any way to obtain this specific full-kit version of the game? In Steam, I can revert either as far back as v1.1.87, or back to v0.18.x. My modded savefiles are intact after a hiatus from last playing the game back in April 2023. During that hiatus, the SSD was re-imaged and Windows 11 was ...
by FuryoftheStars
Thu May 02, 2024 7:14 pm
Forum: Off topic
Topic: Techtonica makes me depressed. Factorio could be real 3D
Replies: 23
Views: 1782

Re: Techtonica makes me depressed. Factorio could be real 3D

Tertius wrote:
Thu May 02, 2024 7:01 pm
Thank you for the in-depth explanation. :)
by FuryoftheStars
Thu May 02, 2024 6:22 pm
Forum: Off topic
Topic: Techtonica makes me depressed. Factorio could be real 3D
Replies: 23
Views: 1782

Re: Techtonica makes me depressed. Factorio could be real 3D

[...] many 3D games make me suffer from motion sickness. About 2/3 of all the modern 3D games make me sick and I have to abandon them. [...] Simple curiosity question: are these mainly 1st/3rd person perspective games that give you the motion sickness? How are top-down or other non-character bound ...
by FuryoftheStars
Thu May 02, 2024 3:30 pm
Forum: Modding discussion
Topic: How to store functions in "global" table?
Replies: 6
Views: 173

Re: How to store functions in "global" table?

:D Sure I would try to refactor it at ever greater scale once I fully grasp the current organically evolved "architecture" and simplify it a little bit. Still, for mods that have dynamic (at runtime) event de/registration I think this is the same. That kind of use-case is convenient for c...
by FuryoftheStars
Thu May 02, 2024 2:48 pm
Forum: Modding discussion
Topic: How to store functions in "global" table?
Replies: 6
Views: 173

Re: How to store functions in "global" table?

I would first maybe ask why Biter Battles is doing things the way it is and is there a better way. :D
by FuryoftheStars
Wed May 01, 2024 1:21 pm
Forum: Modding discussion
Topic: Unable to modify the Solar-Panel property during runtime
Replies: 2
Views: 166

Re: Unable to modify the Solar-Panel property during runtime

Is there a way to modify the properties of an entity during runtime. No. The power produced by an entity is not modifiable at runtime. Best you could do is define separate entities for each tech research and then swap them out as you go. Take a look through the API docs some. Properties of entities...
by FuryoftheStars
Wed May 01, 2024 1:26 am
Forum: Technical Help
Topic: Nintendo switch out of system ram
Replies: 16
Views: 636

Re: Nintendo switch out of system ram

Will the current version of Factorio support the next Switches 12gb of system ram or will it need a patch to work on that system since I heard it will be backwards compatible with the current switch software. It should be fine. Ram doesn't require anything special to support differing amounts. If i...
by FuryoftheStars
Tue Apr 30, 2024 11:51 pm
Forum: Technical Help
Topic: Nintendo switch out of system ram
Replies: 16
Views: 636

Re: Nintendo switch out of system ram

I have seen one megabase called osiris I got it from the PC version of steam I had and transfered it to switch and it's a 32mb save and it works fine which is amazing. But this is the only save I have that works that large. I don't think the save file size means a lot in regards to ram usage, as th...
by FuryoftheStars
Tue Apr 30, 2024 4:29 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 150
Views: 14608

Re: Friday Facts #408 - Statistics improvements, Linux adventures

Just an unimportant off topic question. Is (or will be) the multi-pointer functionality (2 or more active mouse cursors) supported in Factorio 2.0? Could be fun playing the game with two mice simultaneously. I am curious... are there any computer games that support this? I've never actually played ...
by FuryoftheStars
Mon Apr 29, 2024 6:57 pm
Forum: General discussion
Topic: Fluid Mechanics Still Broken, 6 Years Later?
Replies: 73
Views: 5192

Re: Fluid Mechanics Still Broken, 6 Years Later?

You can do strawmans all day, I don't care. You both are literal years on my ignore list. My post was targeted towards the general forum audience, so that there is no appearance of a consesus of "old forum members". If you bothered reading, you'd also have seen, that I agree on "simp...
by FuryoftheStars
Mon Apr 29, 2024 4:24 pm
Forum: General discussion
Topic: Fluid Mechanics Still Broken, 6 Years Later?
Replies: 73
Views: 5192

Re: Fluid Mechanics Still Broken, 6 Years Later?

I don't get why you continue repeating what you say infinitely. It's not that people are too dumb to understand what you say. Your argument could also be applied to splitters - why have them work by clear and logical rules, when you can simply always have a full belt and balance consumption? Becaus...
by FuryoftheStars
Mon Apr 29, 2024 12:27 pm
Forum: General discussion
Topic: Fluid Mechanics Still Broken, 6 Years Later?
Replies: 73
Views: 5192

Re: Fluid Mechanics Still Broken, 6 Years Later?

No, you are severely understating your understanding of the issue at hand. [...] Your counter-point about my example is invalid because I have already explained it several times. I want to prioritize the first row, and I built three rows to demonstrate that the vertical left side gets prioritized, ...
by FuryoftheStars
Mon Apr 29, 2024 1:29 am
Forum: Ideas and Requests For Mods
Topic: Mod that can help find cpu bottlenecks
Replies: 7
Views: 368

Re: Mod that can help find cpu bottlenecks

I'm not sure if that kind of information is available to modders, but I don't have as deep of knowledge into the API as others. I do know, though, in all of the various posts where I've seen folks attempting to troubleshoot exactly that, I've never seen something employed like what you're looking fo...
by FuryoftheStars
Mon Apr 29, 2024 12:31 am
Forum: Ideas and Requests For Mods
Topic: Mod that can help find cpu bottlenecks
Replies: 7
Views: 368

Re: Mod that can help find cpu bottlenecks

There's a couple of dev functions in the game that can put info as text on the side. I forget all of the different modes and keys to activate, but there's an F4 debug menu. It's been a while since I paid attention to all of the options in there and what exactly they show, though. There may be other ...
by FuryoftheStars
Sat Apr 27, 2024 11:13 pm
Forum: General discussion
Topic: Fluid Mechanics Still Broken, 6 Years Later?
Replies: 73
Views: 5192

Re: Fluid Mechanics Still Broken, 6 Years Later?

I have found a way to more than double the throughput from 1200 all the way up to 3000 fluid per second ! I think in no time it will become the new standard : Throughput optimisation.jpg 0eNqV1dtqhDAQBuBXkbl2l5w8Xvct2lJ0DduAxqCxVMR3b3a96EqlP3tpmPkYzE9mobqdtBuM9VQu1OjxMhjnTW+ppMk5PURtZXUkGWNvtu6977v...

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