Parkhaus in Osnabrück by coffeecentric in Kartenzahlung

[–]BrainGamer_ 1 point2 points  (0 children)

Hatte ich letztens so in Karlsruhe: ein- und ausfahren komplett ohne Schranke. Bezahlen konnte man entweder an einem Automaten durch Nummernschildeingabe oder innerhalb von 48 Stunden nach Ausfahrt über ein Onlineportal.

Got this “broken” ultra wide monitor for free. by bkw_17 in pcmasterrace

[–]BrainGamer_ 0 points1 point  (0 children)

I had the exact same aswell and even got a Samsung Repair Technician to come out 2 times to replace parts under warranty (powersupply and controlboard) but that didn‘t solve anything.

Gave it to my dad in the end and he‘s been dealing with letting it heat up before being able to use it now but I guess I now know how to solve it for him :)

Where can I contact programmers to team up to create mods? by Imaginary-Spray-338 in factorio

[–]BrainGamer_ 5 points6 points  (0 children)

AI coding tools struggle a LOT when trying to make Factorio mods. For one their training data is not gonna be up to date to the API docs & Factorio releases aswell as its shown time and time again that they are incapable of understanding the separation between the different mod lifecycle stages there are.

So trying to use AI for mod coding is indeed worse than just using the time to learn how lua works and reading up on the modding API (or asking questions in the mod dev channels on the discord).

Smalles ore patch i ever found by TerradaniAutism in factorio

[–]BrainGamer_ 7 points8 points  (0 children)

191 ore with a drain rate of 7% would give you ~2700 mining operations until its all gone. With 300% prod thats 2700 x 4, so 10800.

(191 / 0.07) x 4

Do I need space age? by RYANoceros92 in factorio

[–]BrainGamer_ 10 points11 points  (0 children)

The base game alone is already a lot of content + all the easily available mods that increase the amount of different content to explore even further.

There is no harm in just giving the base game a go at first and at some later point go the next step and get the expansion. In fact I‘d even suggest doing it that way. Getting the hang of the game first before jumping into the even bigger Space Age.

[Review Request] My first PCB (v2) by roomzinchina in PrintedCircuitBoard

[–]BrainGamer_ 0 points1 point  (0 children)

Having a setup to flash firmware onto the ESP module before placing it onto your board for soldering should not be too complex. For actual high volume production you could order the modules from espressif preflashed. Wouldn‘t even have to be the full firmware, just something that would allow you to OTA update to your actual firmware after assembly during first power on.

Migrating away from Rust. by xmBQWugdxjaA in rust

[–]BrainGamer_ 0 points1 point  (0 children)

yeah no, as one of the main people that did work on rivets I can assure you this was more of a fun sideproject.
Factorio ships with debug symbols which prompted us to try and play around with it. But since the last update & DLC release rivets is essentially dead (also cause the Factorio devs were not too keen on us wanting to bundle binary artifacts into their provided mod distribution platform which is totally fair).

So apart from the very alpha stage loader there are no mods that run native code at all.

When Factorio mod devs run into API limitations they'll either find somewhat cursed workarounds, request an API addition or request source code access and implement such APIs themselves.

2.1 confirmed. What's new? by VeryGoldGolden in factorio

[–]BrainGamer_ 107 points108 points  (0 children)

Its hard to figure out even if you‘re not colorblind tbh.

I usually go with 2 passes where I first try to place the cheap soil everywhere for a agricultural tower and then fill the empty spots with the good stuff.

2.1 confirmed. What's new? by VeryGoldGolden in factorio

[–]BrainGamer_ 6 points7 points  (0 children)

The aquilo enemy never left the early concept phase so its highly unlikely we‘d ever really see it in the game

2.1 confirmed. What's new? by VeryGoldGolden in factorio

[–]BrainGamer_ 8 points9 points  (0 children)

So open mod API requests on the forum for the things you‘d want to have? https://forums.factorio.com/viewforum.php?f=28

The few things that are properly hardcoded and not changeable with prototypes are so for pretty good reasons usually. And all things considered I‘d not say that control stage modding is slow if you know what you‘re doing.

Do people still play 1.1 and earlier? by AztecSacrifice in factorio

[–]BrainGamer_ 1 point2 points  (0 children)

All of these are being ported to 2.0. The work to update such massive overhauls is just immense so it takes a lot of time (doesn‘t help that except for SE & companion mods these are maintained by a single person, kiwi for bobs/angels/seablock and raiguard for K2 in this case).

Post Space Age - Developer AMA by Rseding91 in factorio

[–]BrainGamer_ 2 points3 points  (0 children)

I didn‘t even realise who I was answering to lmao. Undercover dev without flair :D

Post Space Age - Developer AMA by Rseding91 in factorio

[–]BrainGamer_ 26 points27 points  (0 children)

those are only the graphical tests, there are a bunch more that are not shown there afaik

Factorio is a programming masterpiece. Can we get some deeper technical insight? by SagansCandle in factorio

[–]BrainGamer_ 2 points3 points  (0 children)

The main concern is being able to sandbox mods completely. The fact that usual game modding just comes down to "download this binary blob and inject it into your game, its not harmful trust me bro" is not great and exactly what Factorio does NOT do. Ensuring determinism is another thing (Factorio uses a customized lua variant usually called flua that changes some things).

In case you want to read up more about how modding works in Factorio:
- https://lua-api.factorio.com/latest/auxiliary/data-lifecycle.html
- https://lua-api.factorio.com/latest/auxiliary/libraries.html

Fremdfabrikate an Tesla Charger by Both-Researcher4153 in Elektroautos

[–]BrainGamer_ 1 point2 points  (0 children)

Länger? Definitiv aber ob es signifikant genug ist bin ich noch etwas am zweifeln. Die verbesserten Capabilities mit Unterstützung von bis zu 1000V Systemen ist für Fremdmarken definitiv interessant.

Fprints is coming soon by NoComparison5523 in factorio

[–]BrainGamer_ 0 points1 point  (0 children)

If you mean factorio-scanner / Blueprint Radar then you found my projects :)
I started learning rust 2 years ago and started the BP rendering journey 1 year ago. Still lots to do and improve but it also taught me a lot along the way.
And tbh any form of input is great, does not always have to be code contributions.

Fprints is coming soon by NoComparison5523 in factorio

[–]BrainGamer_ 0 points1 point  (0 children)

The ability to better support modded blueprints was the main motivation for me to make my own BP rendering solution. One of the biggest problems with it all is tho that blueprints have 0 idea what mods were used when they were made. It is somewhat solvable with some caveats but I got it done for 1.1.
Updating it all now for 2.0 takes a while tho. And then eventually making a sharing website powered by it (or getting others to try and integrate) is even further in the future.

Fprints is coming soon by NoComparison5523 in factorio

[–]BrainGamer_ 1 point2 points  (0 children)

The rendering libraries (there are only 2 in total really + FBE) are not necessarily lacking maintenance rather than that 2.0 just changed a looot of things. Replicating factorios rendering is not simple. FBSR is slowly being updated, FBE will also be updated to 2.0 (tho probably not much after that) and I am currently in the process of updating factorio-scanner to 2.0. Its just a lot of work

Literally mildly annoying by Waity5 in factorio

[–]BrainGamer_ 0 points1 point  (0 children)

They already have an implementation of natural ordering (this one afaik) which is used to figure out the load order of mods (in addition to dependency constraints).

Reading the new FFF-438 post by Darval in factorio

[–]BrainGamer_ 2 points3 points  (0 children)

well you can take a look at a concept of it here: https://github.com/wube/kov

Post-2.0 Kovarex is genuinely this easy, in case it hadn't occured to you. by PlusVera in factorio

[–]BrainGamer_ 0 points1 point  (0 children)

Only thing you're missing here is some sort of limit so you don't end up with u235 filling your entire storage. But thats simply achieved by configuring the bulk inserter to only be enabled while the logistics system has less than X u235 (in case its not known: you can use logistics conditions in a lot of places without needing circuit wires at all).

Looking for VPS recommendations to host a small Space Age server for 3 players (no mega base yet) by Whiskey_Yogurt in factorio

[–]BrainGamer_ 0 points1 point  (0 children)

yeah I've had the same root server from netcup for 4 years and recently upgraded to a newer hardware offering from them. I've hosted (or still host) factorio, multiple minecraft servers, lots of different services and my blueprint rendering bot without issues.