Search found 149 matches
- 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...
- 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...
- 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
Mergable chests / Wide chests : https://mods.factorio.com/mods/Atria/WideChests
- 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!
(Extends the available inputs/outputs to 6 rather than 4)
(Extends the available inputs/outputs to 6 rather than 4)
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...