Search found 883 matches

by Oktokolo
Mon Feb 24, 2020 11:01 pm
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 52
Views: 20394

Re: [One Line Suggestions]

Raiguard wrote:
Mon Feb 24, 2020 5:46 pm
- Ability to mark a mod as a "library mod" that doesn't show up in searches or on the front page, but can be used as a dependency
But mod developers might want to search for them before implementing complicated stuff themselves.
by Oktokolo
Mon Feb 24, 2020 4:34 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 23972

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

Two ways come to mind when I think about making biters more effective without adding some evolved AI. The one would be to have infiltration biters, ones that take into account turret ranges when pathfinding. The other one would be to have biters that target essential infrastructure like power lines...
by Oktokolo
Sun Feb 23, 2020 8:08 pm
Forum: Not a bug
Topic: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?
Replies: 8
Views: 1727

Re: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?

The UI rounds symmetrical while signals are rounded down, so this is working correctly. Looks like a user experience bug to me. Circuit network UI and fluid tank UI (and all the other UIs too) should use the same rounding algorithm for number display. This goes as far back as fluids exist, every po...
by Oktokolo
Sun Feb 23, 2020 2:47 pm
Forum: Not a bug
Topic: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?
Replies: 8
Views: 1727

Re: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?

Loewchen wrote:
Sun Feb 23, 2020 2:22 pm
The UI rounds symmetrical while signals are rounded down, so this is working correctly.
Looks like a user experience bug to me. Circuit network UI and fluid tank UI (and all the other UIs too) should use the same rounding algorithm for number display.
by Oktokolo
Sat Feb 22, 2020 4:23 pm
Forum: Mods
Topic: Simon's Lights / no night darkness
Replies: 3
Views: 1034

Re: Simon's Lights / no night darkness

Someone asked for an update for Simon's Lights nine months ago and got no answer. But the mod is MIT licensed and looks like it is trivial to update. So you could fork it, change the info.json, test whether anything broke and publish the updated fork on the mod portal. Should be an easy entrance int...
by Oktokolo
Sat Feb 22, 2020 4:23 am
Forum: Outdated/Not implemented
Topic: [0.17.79] Please please please let electric poles be rotated
Replies: 34
Views: 7412

Re: [0.17.79] Please please please let electric poles be rotated

eradicator wrote:
Fri Feb 21, 2020 5:42 pm
Oh, btw, substations actually violate the scheme for three of four rotations:
That probably is a (minor) bug.
by Oktokolo
Sat Feb 22, 2020 4:10 am
Forum: Ideas and Suggestions
Topic: Lubricant: The only Flaw in the Fluid System.
Replies: 65
Views: 15486

Re: Lubricant: The only Flaw in the Fluid System.

But that’s exactly the point: if you regulate the flow of heavy/light oil cracking it’s not possible that heavy oil goes out. As i understand the problem, there is no science going on (maybe waiting for rocket science being build), power production is already post burner tech, and either upgrading ...
by Oktokolo
Fri Feb 21, 2020 1:14 pm
Forum: Ideas and Requests For Mods
Topic: Double Inserter
Replies: 8
Views: 2378

Re: Double Inserter

But if you are already willing to double your inserter count - why not go for gold and get full-belt throughput with the Miniloader ... Those loaders look like a cheat. True factorians use steam diesel mad arms 8-) If it feels too cheaty, you can always add some DivOresity to compensate.
by Oktokolo
Fri Feb 21, 2020 1:04 pm
Forum: Outdated/Not implemented
Topic: [0.17.79] Please please please let electric poles be rotated
Replies: 34
Views: 7412

Re: [0.17.79] Please please please let electric poles be rotated

I don't see this as ever happening. Electric poles don't have a saved direction and there's zero gameplay benefit to make them have one. It would increase memory usage, save file size, save time, and load time. All for a purely cosmetic reason. I am so happy, that decoratives are already in the gam...
by Oktokolo
Fri Feb 21, 2020 12:56 pm
Forum: Duplicates
Topic: [0.17.79] Inserters drop contents even when disabled (or unpowered)
Replies: 10
Views: 3154

Re: [0.17.79] Inserters drop contents even when disabled (or unpowered)

5thHorseman wrote:
Fri Feb 21, 2020 10:44 am
You know, the real ones.
Factorio's inserters are as realistic as flying pigs. And that is a good thing as real world inserters do not even have a fraction of that optical recognition power, that Factorio inserters exhibit.
by Oktokolo
Fri Feb 21, 2020 12:07 pm
Forum: Ideas and Requests For Mods
Topic: Double Inserter
Replies: 8
Views: 2378

Re: Double Inserter

The inserter logic itself is not modable. So double-handed inserters are probably implemented by placing two inserters above each other.
But if you are already willing to double your inserter count - why not go for gold and get full-belt throughput with the Miniloader...
by Oktokolo
Fri Feb 21, 2020 6:00 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 203927

Re: Parrallel processing in games & applications

For example space and bracket parsing was done with unconditional commands like AND/OR/Shift logic. With enough bit banging, direct statements can behave in conditional ways I guess. Then they started going into the weird commands, for example there are instructions that can do multiple additions i...
by Oktokolo
Fri Feb 21, 2020 5:04 am
Forum: Outdated/Not implemented
Topic: Set chain signals to red via circuit network
Replies: 95
Views: 27823

Re: Set chain signals to red via circuit network

no, you see, that isn't red, it's just.. an... artifact of... some ... computed state.. thingy.. Lulz - i guess they made the chain signal's "state" a function querying all signals until they reach a green/red or the end of line on each branches - and additionally asking the guarded block...
by Oktokolo
Fri Feb 21, 2020 4:44 am
Forum: Mods
Topic: [MOD 0.15 - 1.1] DayPhaseAdjuster
Replies: 10
Views: 5234

Re: [MOD 0.17.x] DayPhaseAdjuster

AliceTheGorgon wrote:
Fri Feb 21, 2020 4:36 am
I've updated the mod in the mod portal. As per usual, no code changes were needed, just updating info.json.
If it is just about updating the JSON, why not go all the way to 0.18 as you are at it?
by Oktokolo
Thu Feb 20, 2020 9:30 pm
Forum: Outdated/Not implemented
Topic: [0.17.79] Please please please let electric poles be rotated
Replies: 34
Views: 7412

Re: [0.17.79] Please please please let electric poles be rotated

Another way to fix it might be to make all power poles always align the same. They would all look the same then and red/green wire terminals would always be on the same side of each pole. There is mod for it No Rotation For Electric Poles That mod clearly features the wrong orientation. One of the ...
by Oktokolo
Thu Feb 20, 2020 6:16 am
Forum: Outdated/Not implemented
Topic: [0.17.79] Please please please let electric poles be rotated
Replies: 34
Views: 7412

Re: [0.17.79] Please please please let electric poles be rotated

Another way to fix it might be to make all power poles always align the same. They would all look the same then and red/green wire terminals would always be on the same side of each pole.
by Oktokolo
Thu Feb 20, 2020 5:56 am
Forum: Ideas and Suggestions
Topic: quick start inventory templates
Replies: 13
Views: 2185

Re: quick start inventory templates

A very similar idea from 2016: Easy start of the freeplay game?
by Oktokolo
Thu Feb 20, 2020 5:36 am
Forum: Ideas and Suggestions
Topic: Lubricant: The only Flaw in the Fluid System.
Replies: 65
Views: 15486

Re: Lubricant: The only Flaw in the Fluid System.

As nobody seems to have mentioned it already: Humans traditionally solved the unused byproduct problem by just burning or dumping the undesired "waste" products. Factorio devs seem to not like the concept of wasting stuff (apart from pumping ammunition into biters to make both magically di...
by Oktokolo
Thu Feb 20, 2020 4:35 am
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 20208

Re: Version 0.18.7

Yeah! I waited for get_insertable_count(). But the improved visuals and fixes are a nice bonus too.
by Oktokolo
Thu Feb 20, 2020 2:56 am
Forum: Ideas and Suggestions
Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
Replies: 57
Views: 19183

Re: Option for disabling artillery auto target

I rescanned the mod portal for artillery targeting player-control enhancements: - Artillery Switch (Player GUI switch for artillery wagons, 0.17 only but MIT license and trivial to update) - Smart Artillery Wagons (circuit-control for artillery wagons) - Artillery Manual-Only Fire (recipe for manual...

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