Yeah, bitmasking is kind of a big deal.Boogieman14 wrote:Exactly, it changes nothing for players that don't know/need/use it.
And the outpost problem is just one example that made me think of this, I'm fairly certain minds far smarter than me can come up with lots of other ways to leverage a feature like this.
Search found 205 matches
- Sun Aug 16, 2015 10:12 pm
- Forum: Ideas and Suggestions
- Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
- Replies: 13
- Views: 4582
Re: Accept hexadecimal input for numbers
- Sun Aug 16, 2015 9:07 pm
- Forum: Off topic
- Topic: Factorio's performance is really impressive
- Replies: 4
- Views: 9244
Factorio's performance is really impressive
I just want to say how impressed I am with Factorio's performance. I've played nearly a complete playthrough (no rocket silo, though I have the infrastructure in place to do it easily), and I have not encountered a single hiccup--it's been a steady 60fps from start to finish. That's with thousands o...
- Sun Aug 16, 2015 4:51 pm
- Forum: Ideas and Suggestions
- Topic: allow power suit items to be modules
- Replies: 4
- Views: 1932
Re: allow power suit items to be modules
I like this. It's a high enough cost that it will never trivialize power lines, but we could have max-density logistic factory layouts with it.Dark_star wrote:PFR could power AM and one tile area around AM for inserts
- Sun Aug 16, 2015 3:15 am
- Forum: Ideas and Suggestions
- Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
- Replies: 13
- Views: 4582
Re: Accept hexadecimal input for numbers
Agree with you that it is a very specialized need. I think that it would add complexity that would not nessisarily be needed. As for your outpost 'problem', I would've recommend having the outposts on separate circuits, so the values do not get mixed up. Does it add any complexity, though? If you d...
- Sun Aug 16, 2015 1:40 am
- Forum: Ideas and Requests For Mods
- Topic: Network Inserter
- Replies: 8
- Views: 11098
Re: Network Inserter
I really appreciate the effort, and I learned quite a bit by reading about what you tried. Thanks!
- Sat Aug 15, 2015 5:04 pm
- Forum: Ideas and Suggestions
- Topic: Use personal bots automatically when out of build range
- Replies: 15
- Views: 6203
Re: Use personal bots automatically when out of build range
I just swapped the bindings for build and blueprint in the control options. Now I can build manually with shift-click if I ever want to, and just click for bot-assisted building.
It works well enough that I think this suggestion is no longer necessary.
It works well enough that I think this suggestion is no longer necessary.
- Sat Aug 15, 2015 12:34 pm
- Forum: Already exists
- Topic: Custom entity lua state handling in blueprints.
- Replies: 12
- Views: 7327
Re: Custom entity lua state handling in blueprints.
Really great idea, and necessary if we want mods to be able to provide "first-class entities" in Factorio. Maybe when a blueprint is created, on_blueprint_created could be called for each entitity in the blueprint, and the return value of that function should be a table (or nil, if nothing...
- Sat Aug 15, 2015 12:17 pm
- Forum: General discussion
- Topic: never underestermate biters
- Replies: 4
- Views: 6952
Re: never underestermate biters
Whichever comes into their aggression range first.supersparten125 wrote:thanks 4 the help ill try that soon
p.s when the bites come at me will they go for the turret or me
- Sat Aug 15, 2015 4:01 am
- Forum: Ideas and Requests For Mods
- Topic: Personal Rail Car
- Replies: 4
- Views: 6940
Re: Personal Rail Car
I thought about coding that up myself. Thanks for saving me the trouble!
That takes care of most of the problem. The personal car sure would be cool, though.
That takes care of most of the problem. The personal car sure would be cool, though.
- Sat Aug 15, 2015 1:51 am
- Forum: Ideas and Requests For Mods
- Topic: Network Inserter
- Replies: 8
- Views: 11098
Re: Network Inserter
polling the held slot is a good thought; belts are pretty much the worst-case for this, but I think it'll be manageable. Hopefully by 0.13 we'll have a way to test signals values that isn't slightly evil, though in this case we only have to do the one test per item type, so it's less evil than when...
- Sat Aug 15, 2015 1:21 am
- Forum: Ideas and Requests For Mods
- Topic: Network Inserter
- Replies: 8
- Views: 11098
Re: Network Inserter
oh, no, definitely don't check every item in the game XD That would be... evil. Yeah, like you edited in later, using the source inventory to build the candiate list to test is the way to go. It only needs to update about as fast as the inserter can perform an operation, so I'd try to tune it that ...
- Fri Aug 14, 2015 10:40 pm
- Forum: Ideas and Requests For Mods
- Topic: Network Inserter
- Replies: 8
- Views: 11098
Re: Network Inserter
Awesome! I've just gotten started with modding Factorio, and I've been trying to think of a way to do this without direct access to the circuit network. Apparently we can check an arbitrary number of conditions (e.g. are green circuits > 0?) per tick, yes? So by checking every item in the game manua...
- Fri Aug 14, 2015 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Modular tools/power tool(s)
- Replies: 8
- Views: 3412
Re: Modular tools/power tool(s)
If I'm going to be removing more than one or two objects, I just use the deconstruction planner and let my personal bots take care of it.
- Fri Aug 14, 2015 8:25 pm
- Forum: Ideas and Requests For Mods
- Topic: Personal Rail Car
- Replies: 4
- Views: 6940
Personal Rail Car
For players with large rail networks, it's common to carry a locomotive around in case we need to take a train somewhere. Fuel is a constant annoyance, though: it takes an extra inventory slot, and several extra steps to insert it, every time we use the train. To streamline the process, it would be ...
- Fri Aug 14, 2015 8:11 pm
- Forum: Ideas and Requests For Mods
- Topic: Network Inserter
- Replies: 8
- Views: 11098
Network Inserter
I'd love to have an inserter that would filter based on the circuit network: it will grab anything that has a signal on the input wire with a positive value.
- Fri Aug 14, 2015 3:15 am
- Forum: Balancing
- Topic: too fast "early stage", balancing for midgame
- Replies: 17
- Views: 22472
Re: too fast "early stage", balancing for midgame
It's done with a science tree now, which is absurd and shouldn't be there in the first place. (I think somwhere even the devs called it a bad compromise.) I don't think it's too absurd. Supposing the character understands that all these technologies exist, it still doesn't mean he knows every detai...
- Thu Aug 13, 2015 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Use personal bots automatically when out of build range
- Replies: 15
- Views: 6203
Re: Use personal bots automatically when out of build range
SHiRKiT, I'm sure that could be useful, but it doesn't sound like it addresses the suggestion I'm making: Disables the personal roboport you are wearing when you go inside your construction network. You CAN'T have more than 10 construction robots on all of your inventory (quickbar and main), or this...
- Thu Aug 13, 2015 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Programmable smart inserter filters (was: network inserters)
- Replies: 9
- Views: 3810
Re: Network Inserter
I think there are some workarounds to get the output that I'm looking for, but AFAIK there is no way to have a smart inserter whose filter consists of items on the wire with positive values. That would be extremely useful and I'm pretty sure there's no way to arrange it in vanilla. Edit: I think thi...
- Thu Aug 13, 2015 7:48 pm
- Forum: Off topic
- Topic: My factory is a cancer on a living world
- Replies: 5
- Views: 11523
Re: My factory is a cancer on a living world
http://deepdreamgenerator.com/FishSandwich wrote:how'd you do it BTW?
- Thu Aug 13, 2015 6:03 pm
- Forum: Gameplay Help
- Topic: Circuit network tells smart inserter what to grab: possible?
- Replies: 5
- Views: 7583
Circuit network tells smart inserter what to grab: possible?
I haven't had any luck getting this to work, so I think it's just not the way smart inserters behave. But I want to be sure before I make a suggestion for a new, better kind of inserter. I want my smart inserter to move any item which is present on the circuit network input signal with a positive va...