Search found 17 matches

by DudebroPyro
Fri Sep 15, 2023 5:19 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 365
Views: 60238

Re: Friday Facts #376 - Research and Technology

state != process Something in an already optimal state cannot be more optimized than it is already. That's the definition of the word "optimal" Ah, optimal != optimized I agree that optimal means it's reached the peak of optimization. "Optimized", however, just means that it has...
by DudebroPyro
Fri Sep 15, 2023 2:43 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 365
Views: 60238

Re: Friday Facts #376 - Research and Technology

rldml wrote: ↑
Fri Sep 15, 2023 1:32 pm
Optimized has to be the last quality tear. Optimized is an absolute maximum value and cannot be increased
Optimization is a process. You can optimize something a bit, take a break, then optimize it some more later. It's like saying "being improved is an absolute maximum value".
by DudebroPyro
Fri Sep 15, 2023 12:29 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 365
Views: 60238

Re: Friday Facts #376 - Research and Technology

Darn, nothing addressing quality being used to increase the light range of lamps. I was really hoping for that
by DudebroPyro
Fri Sep 04, 2020 10:03 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 599923

Re: pY Coal Processing - Discussion

it does not work at all with rso. its not even that good. its an old option from before the base game updated the resource autoplace resources would overlap each other and only the top one would get spawned. its not really needed anymore and im going to remove it in the next update. Ah cheers, than...
by DudebroPyro
Fri Sep 04, 2020 9:46 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 599923

Re: pY Coal Processing - Discussion

I'm about to start a full Py playthrough, and I noticed this mod has an option to use "pyanodon resource generation". But I can't find any solid info on it anywhere. Is it an official and recommended resource generation method, designed to work with Py's resources and gameplay balancing? B...
by DudebroPyro
Fri Jul 03, 2020 4:22 pm
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 19209

Re: Friday Facts #354 - Launch party and HR power switch

I'm not really a fan of the US plug style, with the holes and all. But I don't mind the arcing as a visual indicator that it's connected. You should watch a real power switch. https://youtu.be/PXiOQCRiSp0 That only happens when it's disconnecting, and peters out quickly. You'd generally expect no ar...
by DudebroPyro
Mon Jun 22, 2020 11:02 pm
Forum: Ideas and Suggestions
Topic: Map icons hidden behind electricity cables
Replies: 6
Views: 1978

Re: Map icons hidden behind electricity cables

That's a good idea. And if both were toggleable, then it would definitely make sense to have map markers be on top, since it's the information you want to see much more often.
by DudebroPyro
Mon Jun 22, 2020 10:44 pm
Forum: Show your Creations
Topic: My first factory, tackling flow optimizing
Replies: 12
Views: 5106

Re: My first factory, tackling flow optimizing

My worry with this system is - what if the ratio at which resources are consumed doesn't match the ratio at which they're produced? Then the sushi belt backs up. You can't assume that "resources are always needed" unless you're 100% sure your ratios match up - which is gonna be a very tric...
by DudebroPyro
Mon Jun 22, 2020 10:01 pm
Forum: Ideas and Suggestions
Topic: Map icons hidden behind electricity cables
Replies: 6
Views: 1978

Re: Map icons hidden behind electricity cables

I would actually disagree. Consider that both pieces of information are useful: a player might wish to see the exact layout of their electric grid at that spot, and they might wish to know of the map marker. One has to overlay the other. If the electric grid is on top, it can be toggled on and off w...
by DudebroPyro
Sat Sep 21, 2019 8:25 pm
Forum: Modding discussion
Topic: Lua command to edit modded resource density?
Replies: 6
Views: 2882

Re: Lua command to edit modded resource density?

EDIT: I somehow completely forgot I was using RSO, which changes how frequency works. My bad completely. Original post for posterity: Update: I tried both the /editor and the suggested mod, but it seems like changing the frequency doesn't affect anything. I'm using this mod https://mods.factorio.com...
by DudebroPyro
Fri Sep 20, 2019 10:19 am
Forum: Modding discussion
Topic: Lua command to edit modded resource density?
Replies: 6
Views: 2882

Re: Lua command to edit modded resource density?

Oh, the /editor works for that? I messed around with it briefly but didn't notice that option. Cool! I'll try it out when I get home later today. Out of curiosity though - what's the internal name, and where on earth could it be defined? As I mentioned in my post, I looked through the lua files of t...
by DudebroPyro
Fri Sep 20, 2019 9:40 am
Forum: Modding discussion
Topic: Lua command to edit modded resource density?
Replies: 6
Views: 2882

Re: Lua command to edit modded resource density?

This sounds odd to me, so to make sure I'm understanding this right - I'd need to edit the lua files of the mod itself (manually or through a tiny dependant mod), in order to change resource generation density settings in my save file? The reason I'm a bit confused is because I'm not sure how that w...
by DudebroPyro
Fri Sep 20, 2019 12:59 am
Forum: Modding discussion
Topic: Lua command to edit modded resource density?
Replies: 6
Views: 2882

Lua command to edit modded resource density?

I wanted to edit the resource frequency on a map I'm currently playing (and then use a mod to delete empty chunks and regenerate them). Using the script given in the wiki here , I was able to edit all the vanilla resource setting successfully (at least, I assume so - it didn't signal any error upon ...
by DudebroPyro
Sun Aug 25, 2019 9:35 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 113819

Re: Friday Facts #309 - Controversial opinions

I agree with your statement: "Satisfactory was a massive disappointment" but its graphically well done. Is it really? To me it looks like a pretty average UE game. Not a bad one by any means, but nothing exceptionally stellar either. game is supposed to offer automation solutions for repa...
by DudebroPyro
Sun Aug 25, 2019 1:25 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 113819

Re: Friday Facts #309 - Controversial opinions

I usually just lurk, but here I do want to add my own opinions to the mix. Inserters should not chase items This is a big YES from me. Right now, managing inserters is a business of "Am I certain I plopped down enough? If I'm not 100% positive, do I have space to add some more? If so, just add ...
by DudebroPyro
Fri May 24, 2019 11:06 pm
Forum: Mods
Topic: [MOD 1.1] Loader Redux
Replies: 131
Views: 79317

Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

Inserter-belt interaction is highly optimized as that's the normal interaction in base factorio. The loader entity type is not used in base factorio so isn't this optimized. This makes sense, thanks! Also if you're really worried about 60/s+ you could try to talk to Therax (the author of miniloader...
by DudebroPyro
Tue May 21, 2019 4:13 pm
Forum: Mods
Topic: [MOD 1.1] Loader Redux
Replies: 131
Views: 79317

Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

I'm a bit confused on the performance between this mod and miniloaders. The latter bills itself as being very UPS-friendly in multiple places, but to my understanding uses two inserter entities internally, while your mod only uses a single (loader) entity. Is my understanding correct that Loader Red...

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