Search found 149 matches

by Cadde
Wed Jan 09, 2019 11:05 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 121773

Re: Feedback

Believe me, it's incentive enough. My ultimate goal is to max out all machines so they do one recipe per tick. Because it's fun. And you do have the speed without the energy consumption modules. And energy production takes less space and materials than making long lines of assemblers for all the dif...
by Cadde
Fri Jan 04, 2019 10:35 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64892

Re: Friday Facts #276 - Belt item spacing & Script rendering

I love it! The thing is, if you just ask one modder then you are only asking a tiny part of a minority of the player base. Imagine how one little change can have an avalanche of modders using it once it's there. If something can't be done then no-one will do it and few will care to ask for it. If it...
by Cadde
Sun Dec 30, 2018 10:15 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 104958

Re: [MOD 0.16] Bulk Rail Loaders

SuperSandro2000 wrote:
Sun Dec 30, 2018 7:49 pm
Where did you get those combined chest graphics?
Mergable chests / Wide chests : https://mods.factorio.com/mods/Atria/WideChests
by Cadde
Sun Dec 30, 2018 5:57 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 104958

Re: [MOD 0.16] Bulk Rail Loaders

Of course you can!

Image
Image
Image
(Extends the available inputs/outputs to 6 rather than 4)
by Cadde
Sat Dec 29, 2018 12:02 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 158930

Re: [MOD 0.16] Miniloader

Do note that there's a difference in speed between curved and straight belts right before/after the loader. The difference is noticeable at full belt speed, using double feeds with curves is necessary to maintain full speed for that belt type. In total you can have 8 chests around the assembler. Whi...
by Cadde
Tue Dec 25, 2018 10:51 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 158930

Re: [MOD 0.16] Miniloader

I feel like an idiot, but I can't get this to work with assemblers. Any idea why? I've attached a picture of what I'm trying to do. I have tried with speed beacons in/out of the assembler, replacing the assembler, changing directions on things, nothing works. Edit: Ok, I get it. The miniloader can ...
by Cadde
Sun Dec 23, 2018 8:55 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 72579

Re: Friday Facts #274 - New fluid system 2

This was cool logic to have a few years back, but the devs have swapped from that mindset to "we gotta get off this wild ride NOW" mindset, which frankly I can't blame them. There's no "interesting things later on" with this game anymore. It's a rush to the finish line, trim the...
by Cadde
Sun Dec 23, 2018 7:44 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 72579

Re: Friday Facts #274 - New fluid system 2

This remains unchanged, temperature is an independent variable. Fact is I wanted to remove temperature as it is a lot of data for little gain but apparently some mods make a good use of it so it stays. Imagine if people thought that way back when... "Remove possibilities for innovation because...
by Cadde
Sun Dec 23, 2018 7:28 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 72579

Re: Friday Facts #274 - New fluid system 2

Flow rate - the issue is a part of the game. If one pipe is not enough, well, figure it out :) I already answered that. If one pipe isn't enough then one "could" add another. But the machine itself still needs more than what that one pipe can push through. "So add another machine the...
by Cadde
Sat Dec 22, 2018 3:50 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 72579

Re: Friday Facts #274 - New fluid system 2

I am sure this new system is better than the old system as pretty much anything would be better than the old system. But i also fear it's also going to be annoying. Here's a few concerns of mine currently, which i hope can be fixed by the end user through modding at least. Flow rate - There comes a ...
by Cadde
Fri Dec 14, 2018 6:27 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 131031

Re: [0.12] Bugs, crashes & other issues

I have encountered something weird on my game. When i place locomotives that have farl modules in them in the same chest, one locomotive disappears. Happened twice to me now on separate games. Could be related to chest sorting though. (picker extended and manual inventory sorting mods) Just making a...
by Cadde
Wed Dec 12, 2018 3:51 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 51173

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

I give up investigating how the GPU hardware handles conditional branching. I am of the firm belief that unless Factorio goes into solving the answer of life, the universe and everything it should stay out of the GPU for any of its simulation and only rely on the GPU for what is drawn on screen. I ...
by Cadde
Tue Dec 11, 2018 5:35 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 51173

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

In regards to memory latency, this is how modern CPUs do their best to avoid it. https://www.youtube.com/watch?v=_qvOlL8nhN4 ... Hyperthreading is a clear indication of what is going here. It adds a fake core to a hardware core. Let's call the two cores A and B. When A stalls on memory latency, B wi...
by Cadde
Tue Dec 11, 2018 2:46 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 51173

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

It all boils down to complexity of each operation. Imagine you try to multithread every item everywhere. This means assigning tasks to run each item in it's own thread. Doing so means you DOUBLE the amount of execution per item and you still have to merge the results of those operations somewhere in...
by Cadde
Mon Dec 10, 2018 2:57 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 33579

Re: Friday Facts #272 - Mod GUI

Mod order is defined by dependencies and that is why "optional dependencies" is important, to define the load order. ... Please read my post again. There are mods that doesn't have dependencies that i really really want to load last of all. I would be careful about entering that domain. M...
by Cadde
Mon Dec 10, 2018 2:41 pm
Forum: Modding discussion
Topic: Making new fluid storage tanks... Showcasing, ideas, feedback?
Replies: 16
Views: 4755

Re: Making new fluid storage tanks... Showcasing, ideas, feedback?

Damn, well it's your sacrifice really, my storage tanks will always have at least 2 connections per side regardless. Good thing you answered or i would have made the pipe connections that way and then pulled my hair as it came to realization afterwards. At least we can have shadows on top of the tan...
by Cadde
Mon Dec 10, 2018 4:54 am
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 33579

Re: Friday Facts #272 - Mod GUI

Personally, no matter what you do to the mod GUI, i will always do it manually. It's just one of those things i do. Not trying to poop on your parade, i just want to voice it out there that you can't please everyone as not everyone even wants to manage mods in game in the first place. What i'd reall...
by Cadde
Sat Dec 08, 2018 1:57 am
Forum: Modding discussion
Topic: Making new fluid storage tanks... Showcasing, ideas, feedback?
Replies: 16
Views: 4755

Re: Making new fluid storage tanks... Showcasing, ideas, feedback?

Played around a bit with world lighting as well. It would seem i had ambient occlusion on and stuck at 1. :/ https://puu.sh/CefTY/9dc6e59414.png That explains why i had such whitewashing... I thought it was something else completely. Mind you, one can play with colors and world settings all day and ...
by Cadde
Sat Dec 08, 2018 1:39 am
Forum: Modding discussion
Topic: Making new fluid storage tanks... Showcasing, ideas, feedback?
Replies: 16
Views: 4755

Re: Making new fluid storage tanks... Showcasing, ideas, feedback?

So bob, here's the tank without any pipes. https://puu.sh/CefkG/3dab207a9b.png And here's a pipe from the south side. https://puu.sh/Cefsg/38957f1d6b.png That can be loaded into "pipe_picture = storage-tank-2x2-pipepictures()," I left the tank there in the background because reflections. I...
by Cadde
Thu Dec 06, 2018 5:02 pm
Forum: Modding help
Topic: [ANSWERED] Pipe to pipe transfers, are they hardcoded?
Replies: 8
Views: 2689

Re: [DEVS please] Pipe to pipe transfers, are they hardcoded?

I am impatient. Also, not sure the fluid mechanics themselves are changing in 0.17, only the optimizations. That's what i take away from the FFF. There was speculation in the FFF if the fluid mechanics do change or not. Dominik sounded vague enough about the subject that i'd guess they do. Also, mo...

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