Search found 229 matches
- Thu Mar 22, 2018 7:24 am
- Forum: Ideas and Suggestions
- Topic: Turret idle animations
- Replies: 7
- Views: 2270
Re: Turret idle animations
Perhaps once every 60 ticks: randomly pick a turret belonging to each force if it has ammo (or doesn't need ammo) if a player can see it - or all the time if doing the below isn't expensive the turret pops up turns left a little turns right twice as much turns left a little (returning to its startin...
- Thu Mar 22, 2018 7:03 am
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 35
- Views: 9430
Re: Potentially easy chest-behavior performance optimization
How about something like the following. A chest tracks the number of completely empty stacks. It also has a list of: item quantity used_stacks - equal to ceil(quantity/stack_size[item])), faster to store or derive? If you try adding one more item than will fit in the number of stacks currently used,...
- Wed Mar 21, 2018 1:25 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Scanning Radar
- Replies: 15
- Views: 8968
Re: [MOD 0.16.x] Scanning Radar
Very nifty, but a number of comments: For reasons of UPS, I'd probably prefer the more CPU-efficient algorithm; then again, trig functions are I think single-cycle on modern processors, but branch instructions can take significant numbers of cycles to resolve, so I'm uncertain which would actually b...
- Tue Mar 20, 2018 9:40 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Condensed Power Plants
- Replies: 2
- Views: 1523
Re: [Request] Condensed Power Plants
Have you seen the https://mods.factorio.com/mod/Fission%20and%20Fusion mod? The top tier fusion reactor looks like it might be less UPS-heavy than a vanilla nuclear setup? It also adds https://en.wikipedia.org/wiki/Radioisotope_thermoelectric_generator s, which consume no fuel, have no moving parts,...
- Tue Mar 20, 2018 9:15 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Waste Dump planet
- Replies: 3
- Views: 1770
Re: [Idea] Waste Dump planet
I'm reasonably certain that one or more existing mods has one or more 'scrap' or 'waste' items that are generated as a side-product of the refining process that can then be further processed into useful raw products. I'm not quite certain about the tech tree, but having the entire play area covered ...
- Tue Mar 20, 2018 8:53 am
- Forum: Ideas and Requests For Mods
- Topic: Selfdriving Logistic Cars
- Replies: 29
- Views: 16497
Re: Selfdriving Logistic Cars
I would think the most appropriate cargo handling vehicle for Factorio would be a https://en.wikipedia.org/wiki/Forklift . If we're modelling a forklift in-game, it would be a vehicle that's roughly 2x1 in shape, which can turn around its own centre (like the tank); the centre of the model being whe...
- Mon Mar 19, 2018 10:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.31] Crash when game is starting/loading/booting
- Replies: 6
- Views: 4179
Re: [0.16.31] Crash when game is starting/loading/booting
As far as I can tell I have the same issue; I've attached my mods folder and logs to see if that helps.
- Fri Feb 16, 2018 10:37 pm
- Forum: Duplicates
- Topic: [16.24] Invalid pointer reference after loading save.
- Replies: 1
- Views: 643
[16.24] Invalid pointer reference after loading save.
"Access Violation: Read at address 00000000000000C8" 170 seconds after loading the attached save file.
Possibly a corrupted save file?
Possibly a corrupted save file?
- Fri Feb 16, 2018 10:34 pm
- Forum: Ideas and Suggestions
- Topic: Electric medium distance railway system
- Replies: 4
- Views: 1811
Re: Electric medium distance railway system
Given enough utilisation to amortise the infrastructure costs, electric trains are strictly superior to fuel-burning trains IRL. I could see an individual wagon not having as much power as a dedicated fuel-burning locomotive, but if you have each wagon provide (say) 1/3rd of the power of a locomotiv...