Search found 68 matches

by Atraps003
Sat Sep 09, 2023 4:17 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 133604

Re: Friday Facts #375 - Quality

"Quality stacks are independent." This is absolutely dreadful for a couple of major reasons. As it stands right now in the public release, player inventory can get pretty cluttered I'd much rather there were new, unique items and structures that accomplished the same thing New unique item...
by Atraps003
Sat Sep 09, 2023 3:06 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 133604

Re: Friday Facts #375 - Quality

I would borrow a page from Space Exploration's book and make all assemblers (or building producers) of lower tiers have a pain-in-the-ass chance of producing Scrap Do you really think that the whiners about an optional module are going to appreciate their blueprint slammed main bus getting filled w...
by Atraps003
Fri Sep 08, 2023 6:58 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 133604

Re: Friday Facts #375 - Quality

TheBuzzSaw wrote: ↑
Fri Sep 08, 2023 4:07 pm
Factorio largely centers around consistency, particularly for blueprints.
Sure. For brainless noobs that only know how to play the game by filling in someone else's main bus blueprint.
by Atraps003
Fri Sep 08, 2023 4:00 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 133604

Re: Friday Facts #375 - Quality

Cool feature, thanks.
by Atraps003
Wed Sep 06, 2023 8:01 am
Forum: Modding interface requests
Topic: Add API hook for changing spawner result units
Replies: 1
Views: 374

Add API hook for changing spawner result units

The ability to modify spawn chances during runtime would be nifty.
by Atraps003
Mon Aug 28, 2023 3:26 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 72251

Re: Friday Facts #373 - Factorio: Space Age

Building an ammo supply infrastructure for artillery and repair/replacement infrastructure for damaged defense walls isn't trivial. It's a task that requires a non trivial amount of time. It's also a task that cannot be solved by brainlessly dumping some pre-made blueprints and let robots do all th...
by Atraps003
Sun Aug 27, 2023 4:15 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 72251

Re: Friday Facts #373 - Factorio: Space Age

Well, that is like your opinion man. Biters are a big and important logistical consideration. It certainly is not a threat like a enemy AI in an RTS game, and I don't want them to be one. Factorio is a logistical simulation, where any problem is solved by logistics first and foremost. Artillery is ...
by Atraps003
Sun Aug 27, 2023 4:51 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 72251

Re: Friday Facts #373 - Factorio: Space Age

Brother, I never played a game not on deathworld marathon in the last 5 years, except for the one and only SE run I am doing right now. It's not about difficulty, or disliking enemy expansion. It's about "we will remove content from vanilla progression, around which difficulty was balanced&quo...
by Atraps003
Sun Aug 27, 2023 4:01 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 72251

Re: Friday Facts #373 - Factorio: Space Age

There is a simple solution for players that find enemy expansion difficult or annoying without artillery tech. Turn off enemy expansion.
by Atraps003
Sat Aug 26, 2023 3:17 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 72251

Re: Friday Facts #373 - Factorio: Space Age

BlueTemplar wrote: ↑
Sat Aug 26, 2023 12:43 pm
(IMHO we should be already at the point where non-IPv6-compatible hadware/software should be illegal
A protocol so good it needs to be mandatory.
by Atraps003
Fri Aug 25, 2023 7:11 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 72251

Re: Friday Facts #373 - Factorio: Space Age

The last few years have seen an increase in core count (even if they are efficiency cores in Intel's case) and cache sizes (AMD 3D V-Cache) in even mid/low level consumer CPUs, even if the single threaded performance increase is stagnating. So taking even more advantage of parralellisation/multi-th...
by Atraps003
Thu Aug 17, 2023 6:46 am
Forum: Modding help
Topic: How to change map gen settings on event without desync?
Replies: 2
Views: 393

Re: How to change map gen settings on event without desync?

I understand my error now. Thanks.
by Atraps003
Wed Aug 16, 2023 7:07 am
Forum: Modding help
Topic: How to change map gen settings on event without desync?
Replies: 2
Views: 393

How to change map gen settings on event without desync?

I'm trying to change map gen settings after an amount of chunks have been generated. It causes desync. Any tips? local chunk_count = 0 local apply_map_gen_2 = false local on_chunk_generated = function(event) chunk_count = chunk_count + 1 if (chunk_count == 1600) then apply_map_gen_2 = true end end l...
by Atraps003
Mon Aug 07, 2023 7:20 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88]Changing map gen settings with on_chunk_generated event results in crash
Replies: 6
Views: 1537

Re: [1.1.88]Changing map gen settings with on_chunk_generated event results in crash

Thanks! Partially generated chunks finishing with old settings works for me.
by Atraps003
Sat Aug 05, 2023 9:47 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88]Changing map gen settings with on_chunk_generated event results in crash
Replies: 6
Views: 1537

[1.1.88]Changing map gen settings with on_chunk_generated event results in crash

local count = 0 local on_chunk_generated = function(event) count = count + 1 if (count == 1681) then local surface = game.surfaces[1] local iron = "iron-ore" local copper = "copper-ore" local coal = "coal" local stone = "stone" local oil = "crude-oil&quo...
by Atraps003
Tue Jul 25, 2023 8:14 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.87] Crash during replay (BlueprintBookRecordWidget::BlueprintBookRecordWidget)
Replies: 2
Views: 1368

[1.1.87] Crash during replay (BlueprintBookRecordWidget::BlueprintBookRecordWidget)

Game crashes when replaying the following save from the perspective of player Kroklion with Show GUI enabled. Crash happens when the research of weapon shooting speed 2 reaches 5%.
by Atraps003
Thu Mar 23, 2023 2:38 pm
Forum: Bug Reports
Topic: [1.1.76] Tooltip for recipe in crafting gui fails to appear
Replies: 1
Views: 684

[1.1.76] Tooltip for recipe in crafting gui fails to appear

In the crafting gui if a recipe is clicked before the tooltip delay expires the tooltip will not appear.
by Atraps003
Tue Feb 21, 2023 9:13 pm
Forum: Minor issues
Topic: [1.1.76] Enemy expansion candidate chunk value computation is slow
Replies: 3
Views: 952

Re: [1.1.76] Enemy expansion candidate chunk value computation is slow

Thanks for looking. Here is an example of chunk score being slow when spawners are destroyed instead of generated.
by Atraps003
Tue Feb 21, 2023 5:59 am
Forum: Minor issues
Topic: [1.1.76] Enemy expansion candidate chunk value computation is slow
Replies: 3
Views: 952

[1.1.76] Enemy expansion candidate chunk value computation is slow

This computation is done even when it's not used for gameplay (peaceful and/or expansion disabled). Here are a list of benchmarks with different expansion parameters. Save 2.zip- Enemy Bases Disabled Performed 25000 updates in 43078.746 ms avg: 1.723 ms, min: 0.014 ms, max: 22.377 ms checksum: 14785...
by Atraps003
Sun Feb 19, 2023 1:52 am
Forum: Not a bug
Topic: [1.1.76] Positive flamethrower gun speed bonus does not affect fluid consumption of flamethrower turret
Replies: 1
Views: 690

[1.1.76] Positive flamethrower gun speed bonus does not affect fluid consumption of flamethrower turret

When flamethrower gun speed modifier is set to a value lower than default the fluid consumption of the flamethrower turret decreases from default consumption as expected. When flamethrower gun speed modifier is set to a value higher than default the fluid consumption of the flamethrower turret does ...

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