Search found 234 matches
- Thu May 23, 2024 1:52 am
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 69
- Views: 9838
Re: Friday Facts #411 - All about asteroids
Do we know if we get a day/night cycle in space or if we always get (some) sunlight all the time? Given the solar panel design, the sun would ideally always be ~45 degrees west/up from the platform. If it's always sunny, that means the platform is always oriented sunwards, and we're in a sun-synchro...
- Mon May 20, 2024 3:52 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 69
- Views: 9838
Re: Friday Facts #411 - All about asteroids
Perhaps what might look best is stationary (seed-based random) background stars, with smaller and smaller parallax scrolling asteroids? Perhaps the occasional asteroid passing over the platform by way of a shadow? If you're really keen, background stars for the journey from planet a -> b, rotated 18...
- Mon May 20, 2024 5:07 am
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 69
- Views: 9838
Re: Friday Facts #411 - All about asteroids
Using this to do directional lighting that changes throughout the day and with local light sources would be really cool, although probably a lot of work to render all the new maps. That shader stuff works best for things that rotate while the sun stays in the same place. It could work for some part...
- Sun May 19, 2024 11:22 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 69
- Views: 9838
Re: Friday Facts #411 - All about asteroids
Using this to do directional lighting that changes throughout the day and with local light sources would be really cool, although probably a lot of work to render all the new maps. That shader stuff works best for things that rotate while the sun stays in the same place. It could work for some part...
- Sun May 19, 2024 3:15 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 69
- Views: 9838
Re: Friday Facts #411 - All about asteroids
Will the new features added re: shaders and arbitrary sprite rotation be available to modders and usable planet-side, or is it all hard coded for the asteroids? Using this to do directional lighting that changes throughout the day and with local light sources would be really cool, although probably...
- Sat Apr 06, 2024 2:13 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 139
- Views: 17888
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I think I want an even bigger rocket silo that has enough space for two construction bays and a launch tube and that logically rotates a new rocket into position. Perhaps have the new rocket slide 'north' into the launch tube and then get raised into the launch position? On the other hand, perhaps a...
- Sat Apr 06, 2024 1:35 pm
- Forum: Ideas and Suggestions
- Topic: What if Lubricant was needed for the big mining drill?
- Replies: 13
- Views: 1138
Re: What if Lubricant was needed for the big mining drill?
I'd suggest 'cutting fluid', mostly a mix of lubricant and water; the lubricant sticks to the ore, and the water boils off. A quick search suggests stone cutting just uses water. Perhaps as an upgrade, have supplying lubricant/water improve speed/power/pollution but result in dirtier ore? Actually, ...
- Sat Apr 06, 2024 1:22 pm
- Forum: Ideas and Suggestions
- Topic: Server: automatically pause when a new player is joining
- Replies: 13
- Views: 4310
Re: Server: automatically pause when a new player is joining
It strikes me that the best way to do what is desired is to have a mod record the UPS of the slowest client and configure the server to always run at that speed unless an admin changes things around. It would have the (possibly dubious) advantage that UPS would be nearly constant, with the tradeoff ...
- Sat Apr 06, 2024 1:00 pm
- Forum: Ideas and Suggestions
- Topic: Can't use Shavian alphabet to name train stations.
- Replies: 2
- Views: 435
Re: Can't use Shavian alphabet to name train stations.
The usual idea is to have a set of fallback fonts covering all Unicode characters.
I also believe there are open/free fonts that could be bundled with Factorio that cover all current glyphs.
That said, most glyphs are covered by the OS fonts, with a notable exception of country flags.
I also believe there are open/free fonts that could be bundled with Factorio that cover all current glyphs.
That said, most glyphs are covered by the OS fonts, with a notable exception of country flags.
- Sat Apr 06, 2024 12:48 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 154
- Views: 56773
Re: ARM Build
I'd expect a headless build for the M1/M2; I don't think the Switch has much performance to spare, plus it's not really set up to work as a server. Theoretically, a headless server binary for Apple Silicon should run on Darwin on Hyper-V/Windows or KVM/Linux on ARM. I wonder if you can run Darwin on...
- Sat Apr 06, 2024 12:30 pm
- Forum: Outdated/Not implemented
- Topic: Multithreading by surface
- Replies: 8
- Views: 1001
Run large multi-surface maps across a local cluster.
TL/DR To efficiently use multiple-core processors in Factorio 2.0, where we expect to have multiple large surfaces, it might be a performance win to split the save across a local cluster of Factorio servers managed via the GUI. What? Something like a built-in clusterio cluster, launched by the GUI,...
- Sat Apr 06, 2024 11:50 am
- Forum: Frequently Suggested / Link Collections
- Topic: Game Save File and -Speed Related Suggestions
- Replies: 19
- Views: 8038
Re: Game Save File and -Speed Related Suggestions
I wonder how tricky it might be to (on Windows (which can't fork) with WSL2): Install a Factorio server in wsl2 When you load a save (in the GUI) load your save in the server and connect to it The local server in WSL2 works just fine, I believe; what's missing is doing the steps automatically from t...
- Sat Mar 02, 2024 4:11 am
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 13337
Re: Friday Facts #400 - Chart search and Pins
It would be nice to have a UI to hide/show alerts rather than console commands. I imagine it would want to be per-planet, or perhaps even per-alert, in the case of having a huge wall constantly under attack somewhere. I'm guessing that alert/tag consolidation will work similarly to resource patches;...
- Fri Feb 16, 2024 1:07 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 26419
Re: Friday Facts #398 - Fulgora
An interesting mechanic would be if your grid would need empty storage capacity for the energy to go to otherwise the lightning rod gets damaged. I'd expect basic lightning rods that just ground the strike, with an advanced version capable of power cspture. Perhaps the ability to toggle lightning c...
- Fri Feb 16, 2024 1:00 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 26419
Re: Friday Facts #398 - Fulgora
having some sprites showing the wind blowing over the plains The description mentioned sand carried in the wind, so perhaps something like film grain that moves with the wind might look good. Thinking about it a little, sandstorms imply you need different sprites for Fulgora; they wouldn't have the...
- Fri Feb 02, 2024 11:38 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 14735
Re: Friday Facts #396 - Sound improvements in 2.0
Ooh, the wind whistling through the trees when they're thinly spread? A more whistly and less rustly sound for wind in dying trees? Wind whistling through the factory ? Some night sounds that get blocked by lights, and some that don't? Hmm. Alien critters that get startled and fly away from sudden s...
- Fri Jan 19, 2024 1:32 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 229
- Views: 50135
Re: Friday Facts #393 - Putting things on top of other things
I wonder how it would look if items on belts were offset randomly from the center of the lane instead of perfectly centered; that would add some easily visible low-frequency noise to items on belts. Another thought could be to add random noise (something like a 'film grain' shader, but tied to the i...
- Sun Dec 10, 2023 9:35 am
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 26903
Re: Friday Facts #388 - Smaller things for 2.0
Regarding the number parsing... I'm surprised nobody mentioned this before, but the most interesting activity about this for me would be trying to break the game via code injection . Who knows, naybe there's a CVE lurking around the corner ;) Why? Why break into a program on your own computer? You ...
- Sat Nov 11, 2023 9:48 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 50215
Re: Friday Facts #384 - Combinators 2.0
I've got to wonder if it would be feasible to name circuit network... networks. I think it would be nice to include the connected output circuit networks in addition to the inputs in the GUI. I think the ideal way to handle red/green circuits would be to add a setting for choosing wire colours and h...
- Thu Nov 02, 2023 11:38 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 38172
Re: Friday Facts #382 - Logistic groups
If we're going to have an unpack/build animation for things in space, I wonder if we could use the same on-planet? It would be a flat nerf to building construction speed (which is now effectively instant)... but it would look significantly more awesome. I've got to wonder if it would be fun and/or f...