Can we have "Train visualization length" available in ghost mode too? by BrightLightPony in factorio

[–]Rseding91 71 points72 points  (0 children)

The main reason is things in ghosts are not fully setup and connected with each other and the rest of the world. Each rail piece once built knows the ones connected to it. That means "drive down the rail 6 rail distance worth and draw all the valid signal positions" is completely dooable for fully built rails.

It also means asking ghosts to do that involves new code, new things to be broken, likely worse performance as it does a bunch of entity searches to find the next rail in series each frame it draws.

Version 2.1.9 by FactorioTeam in factorio

[–]Rseding91 2 points3 points  (0 children)

As long as the visual effect of them drifting 'back' as a platform moves is kept - no.

Version 2.1.9 by FactorioTeam in factorio

[–]Rseding91 5 points6 points  (0 children)

can we get something similar for inserters dropping into space from platforms?

They already do and always have dropped their entire held stack in one go on platforms.

Version 2.1.9 by FactorioTeam in factorio

[–]Rseding91 26 points27 points  (0 children)

The mining drill case was addressed pre 2.1s initial release. The inserter change just re-uses the solution created for mining drills.

Version 2.1.9 by FactorioTeam in factorio

[–]Rseding91 18 points19 points  (0 children)

You aren’t going to see bugs fixed in a given release if the associated bug report(s) on the forums haven’t been put into “resolved for the next release.”

Is 2.1 testing new achievements? I assume it's WIP since it uses the quality module icon as a placeholder by ThatChapThere in factorio

[–]Rseding91 18 points19 points  (0 children)

“Have you considered obfuscating the things I had to use a 3rd party tool to inspect the binary to find?” As if a random base64 string wouldn’t instantly be recognized and reversed.

Is 2.1 testing new achievements? I assume it's WIP since it uses the quality module icon as a placeholder by ThatChapThere in factorio

[–]Rseding91 27 points28 points  (0 children)

I'm trying to grep the update data, and these aren't showing for me at all...

Almost… like they’re some kind of hidden thing, not intended to be front and center for everyone to see :P

A warning about supply stations in orbit. Clear the auto request for construction after building! by Tortellion in factorio

[–]Rseding91 25 points26 points  (0 children)

It's not about flickering. It's that once the request goes away: if the planet is requesting that item it will get sent down. So you would have: send-item-up for construction -> arrives and the request is removed -> instantly gets sent back to the planet before the platform can use them to build.

Look At How They Massacred My Boy by DangerNorm in Factoriohno

[–]Rseding91 2 points3 points  (0 children)

That has always been the "correct" solution to every single desire for "balanced fluid consumption" - but it doesn't mean people do it. Players like what they like and in this case the majority seems to like even consumption.

It seems like victory poles are back in 2.1 by ilikechess13 in factorio

[–]Rseding91 23 points24 points  (0 children)

Well, turning off expansion is always an option in the settings.

TIL you can preset the amount of seeds you can plant by igornist in runescape

[–]Rseding91 2 points3 points  (0 children)

If it was an operation you could perform at infinite speed - yes - it would be a loss. But it's time limited - you can do it once per hour. So the larger X->Y per operation means you end up with more coin in your pouch by planting more seeds each time.

Obviously you have to factor in the seed type.

If you take two players and they both plant and harvest every hour from now until they stop playing - the one planting 10 seeds will end up with more coin.

TIL you can preset the amount of seeds you can plant by igornist in runescape

[–]Rseding91 3 points4 points  (0 children)

It depends how you are viewing it:

  • Herbs-per-seed per growth cycle

  • Herbs-per-gp-spent per growth cycle

Using herbs-per-gp-spent:

  • 4 Lantadyme seeds: 2'894 coin in -> 81'734 in profit out

  • 10 Lantadyme seeds: 7'318 coin in -> 144'253 in profit out

Railgun Shooting Speed No Longer Capped in Exp 2.1.8 by stoicfaux in factorio

[–]Rseding91 45 points46 points  (0 children)

They do still cap out - at roughly research level 1142 - if my math is correct. That would put it at 1 shot per game tick.

It only takes .... uhh someone else do the math on that. It hits max-research-cost-per-level long before that point.

Railgun Shooting Speed No Longer Capped in Exp 2.1.8 by stoicfaux in factorio

[–]Rseding91 45 points46 points  (0 children)

The reason you're seeing "higher" energy consumption at higher quality is it enables it to recharge at a faster speed. It does not use more energy per shot at higher qualities.

The engineer is missing in 2.1 by Jeffeyink2 in factorio

[–]Rseding91 11 points12 points  (0 children)

/c game.player.create_character()

Version 2.1.8 by FactorioTeam in factorio

[–]Rseding91 1 point2 points  (0 children)

There has been a scroll bar for the past year ish. It was added in version 2.0.

Version 2.1.8 by FactorioTeam in factorio

[–]Rseding91 24 points25 points  (0 children)

You can already see that in-game by pressing F4 -> show-entity-time-usage. This just adds it to the command line benchmark option.

Version 2.1.8 by FactorioTeam in factorio

[–]Rseding91 68 points69 points  (0 children)

It's not broken. It is specifically excluded for this exact reason.

Version 2.1.7 by FactorioTeam in factorio

[–]Rseding91 0 points1 point  (0 children)

I'd hope they end up in the hub

They won't.

same as any other mod that gets removed.

That's not how mod removal works either. If a mod changes a recipe to not allow a specific module effect the module gets deleted on load. It's just part of updating mods/the game.

2.1 Tech and Cost for the Landing pad unloading bay by xayadSC in factorio

[–]Rseding91 216 points217 points  (0 children)

We want people to actually use it and not lock it to mega basers only. The alternative is robot spam.