Search found 229 matches

by mrudat
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...
by mrudat
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,...
by mrudat
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...
by mrudat
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,...
by mrudat
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 ...
by mrudat
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...
by mrudat
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.
by mrudat
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?
by mrudat
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...

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