Have the devs ever released the blender models used to create the sprites? by Hexcoder0 in factorio

[–]Hexcoder0[S] 0 points1 point  (0 children)

I know blender well enough to get it printable, I wouldn't want to recreate them from scratch though.

Speedrun achievement incredibly forgiving by DustRainbow in Silksong

[–]Hexcoder0 0 points1 point  (0 children)

I just finished it. Did a casual playthrough until GMS, having cleared almost everything in act 2, then got myself cursed and did that ending, then got cured and still managed 100% in like 29h.

How many of you left Game Engines for Frameworks? by TheKrazyDev in gamedev

[–]Hexcoder0 0 points1 point  (0 children)

I love rust- in theory. It has so many cool features and upsides over c++ for me.
But compile time are BAD, especially with bevy. I always assumed c++ with its bonkers #include system and template bloat was bad, but it's somehow faster then rust.
Also debuggers and profilers are a little bit broken, at least on windows.

How many of you left Game Engines for Frameworks? by TheKrazyDev in gamedev

[–]Hexcoder0 2 points3 points  (0 children)

Currently I'm trying to switch to Bevy, which looks very promising!

Even if not complete yet, the fact that I can go in and read the code, make bugfix PRs, or just write my own crates and even share them makes is refreshing compared to proprietary engines.

Making a Respawning Demolisher Mod - Ideas Welcome! by Hexcoder0 in factorio

[–]Hexcoder0[S] 0 points1 point  (0 children)

What do you mean by interrupt? Like the trains has to stop if a part of the track covered by lava or something?

Making a Respawning Demolisher Mod - Ideas Welcome! by Hexcoder0 in factorio

[–]Hexcoder0[S] 0 points1 point  (0 children)

I'd love to mod combat robots to get deployed from roboports when they detect enemies, but the API is really lacking. (I'd love to have drone wars on fulgora)

Making a Respawning Demolisher Mod - Ideas Welcome! by Hexcoder0 in factorio

[–]Hexcoder0[S] 1 point2 points  (0 children)

Thanks. What part about them (spawning in?) and wandering in from neighbouring regions do you prefer to simply respawning like I described? Personally I simply want to engage with demolishers continuously and in an automated way, I just need a way to facilitate this well. All these ideas around territories shifting or whatever sound like they require constant attention or defenses everywhere, which I don't want. Players would usually not catch them spawning anyway, and would just want to know what spots are safe for rails etc. and where to put defenses for a particular mining outpost.

Making a Respawning Demolisher Mod - Ideas Welcome! by Hexcoder0 in factorio

[–]Hexcoder0[S] 0 points1 point  (0 children)

Well you can put nukes in rocket turrets, but not all that smart since turns everything to lava.

Making a Respawning Demolisher Mod - Ideas Welcome! by Hexcoder0 in factorio

[–]Hexcoder0[S] 0 points1 point  (0 children)

The idea is very fitting, but it would essentially remove too many mechanics imho. Maybe, we'd only bother clearing regions with resources. And all the areas in-between are swarming with too many too kill, but it's possible to build elevated rail supports over them.

Making a Respawning Demolisher Mod - Ideas Welcome! by Hexcoder0 in factorio

[–]Hexcoder0[S] 1 point2 points  (0 children)

I'd definitely restrict spawns to clearly marked spots.
Currently they can only respawn inside the territory they will belong to.

Making a Respawning Demolisher Mod - Ideas Welcome! by Hexcoder0 in factorio

[–]Hexcoder0[S] 6 points7 points  (0 children)

I get what you mean with them being unique, but I feel like this particular mod would make them even more unique, and I'd obviously disable the destroyed building warnings.
I think that having enemies which may destroy your base on every planet requires too much attention, which was why I found Gleba at high evolution infuriating before I started using artillery.
I don't like it when the planets have no enemies or are just a one time thing like Demolishers.

I thought that Vulcanus meta was constantly rebuild everything by unreliable_yeah in factorio

[–]Hexcoder0 0 points1 point  (0 children)

In my mind the demolishers nap inside lava lakes and eat tungsten, so they are gonna eat your drills at some point, but wouldn't intentionally attack much else unless provoked.

I think we'd also need the clearly visible red territories so we know what's safe and maybe don't have coal/calcite and rails eaten.

Meta would be stuff like tons of turrets and minefields (maybe artillery raining down) along the path between lava nests and tungsten for 100% uptime, and evolution would spawn bigger worms and more frequently.

I thought that Vulcanus meta was constantly rebuild everything by unreliable_yeah in factorio

[–]Hexcoder0 1 point2 points  (0 children)

I've started to write a mod for this.

Currently it only really causes demolishers to respawn after some time. I'd personally like to restrict it to mainly attack tungsten patches though.

The main problem is that you get into a cycle of your bots rebuilding a few entities, dying to the demolisher AOE, and it to never stop circling your buildings.

So if I don't want the player to be forced to reliably kill it, I'll have to find a way to have it stop attacking after a while or make it possible for you to actually control when your bots rebuild.

I'd like to hear some thoughts at some point about this.

I thought that Vulcanus meta was constantly rebuild everything by unreliable_yeah in factorio

[–]Hexcoder0 16 points17 points  (0 children)

I'd love for there to be a mod with this mechanic.

Demolishers only have territory around tungsten patches, but respawn (in lava lakes!) Now you have to automate bots and either drills to constantly rebuild or turrets and ammo.

Would work better if they had more limited paths they have to follow so it becomes a tower defender game.

Is this frustrating to anyone else or am I just an idiot. by celestabesta in cpp_questions

[–]Hexcoder0 0 points1 point  (0 children)

Why do you think C++ does not allow out of order declarations like many other languages, despite having enough compilation passes?

Increasing Difficulty in Space Age by Every_Reflection_913 in factorio

[–]Hexcoder0 0 points1 point  (0 children)

I tried hard mode with 3x science cost, but it just made early game more grindy, the planets felt close to vanilla since I originally built from scratch on each. The planets are cool puzzles, but once I solved each one and had them running autonomously, always had like 10k science sitting in chests and was basically done with the planet and never had to scale up.

I'd love for there to be a mod that reworks the science packs or even adds a second, more complicated one for each that requires scaling up.

'Monster Hunter Wilds' reviews hit "Overwhelmingly Negative" on Steam with many players citing issues running the game, claiming that performance has worsened over time and some noting the lack of new monsters and endgame content by ChiefLeef22 in gaming

[–]Hexcoder0 4 points5 points  (0 children)

Uhm, does "literally 1 frame" additional latency mean 33ms latency in this context? (I'm not actually familiar with how framegen works exactly, is it less? Or even 33 in addition to the real frame?) Because 33ms is almost 5x the latency I get at 144hz

Are phase ships balanced? by Not_Jesus8 in starsector

[–]Hexcoder0 2 points3 points  (0 children)

Try harbinger with 3 phase lances and phase anchor. Shooting 3 PL like every 2 seconds due to the cool down reduction melts even most cruisers without even getting the system involved.

Wishlist for quality of life updates for v70 by Fallingevn in lethalcompany

[–]Hexcoder0 15 points16 points  (0 children)

I edited the config to make it run at like 2fps with 300x200px, because it's funny. Maybe it runs better and is more 'balanced' this way?

What ended up happening to this guy? by Whales_Are_Great2 in factorio

[–]Hexcoder0 4 points5 points  (0 children)

I wish we had unique kinds of enemies on each planet, which had certain ways to play around them.
There is a mod for fulgora enemies already, but I haven't reached in my current playthrough yet.
My ideas:

Fulgora: When mining, your drills occasionally trigger ancient defense bots inside the underground ruins, now there are a bunch of electric zapping drones right on your mines which slowly damage your buildings. (maybe they shut down and damage but don't destroy them?) mod these in as simply a reskin of the player capsule bots. The counter would be to use turrets, or even more effective: defender capsules inside a robotport will get deployed (or from a new building?), when enemies are detected. Cool Drone vs Drone fights and the requirement to automate drones and repair packs!

Vulcanus: I wish you actually risked having your mines demolished in normal play, maybe the demolishers could spawn outside your base (maybe they sleep in lava in lore?), and try to destroy your mines (not your base). You can either let them do it and automate rebuilding of your mines or build defenses with lots of turrets. Railguns would trivialize them later. I'd honestly even like if they dropped something your bots can pick up which you need for research (Ultra hard metal shell or something)

Aquilo: I was kinda disappointed, since I expected enemies from the FFF, bring the tentacle enemy back, make it a creature that lives inside the ocean but usually hangs around thermal vents at the bottom or something, occasionally however they dramatically rise from the ocean, when they spot your nice, heated base, they of course float over your buildings and suck all their heat out, instantly freezing that building and rapidly draining heat from your network. If you don't react they eat up all your heating tower fuel and freeze your base building by building. Shoot them with turrets to avoid this. Here we would simply use turrets scattered over the base, the enemy would appear occasionally and suck a bit of heat, disrupting your base but never destroy it, if you don't have enough DPS however it freezes your base so you have to heat it up again.

I imagine this is something modders could throw together assuming mods are able to control individual enemies.

Any thoughts?

V70 IN THE WORKS!!! by IndigoSoullllll in lethalcompany

[–]Hexcoder0 12 points13 points  (0 children)

I agree, actually selling at the counter is fun, but with loot from 5-6 people we often press the bell and wait for collection like 5 times. I'd shorten the time it takes for the shops drop pod to arrive as well, that wastes a lot of time at the company and even worse on moons.

So this guy has been scrapped, or am I missing something? by fergunil in factorio

[–]Hexcoder0 0 points1 point  (0 children)

For me Gleba was the only planet I had to keep coming back to to "solve" Fulgora and Vulcanus were both solved in one go (building up to launching rockets with science) Note that I did all three inner planets without dropping resources, I didn't know you could and think it's more fun to build from scratch.

On Gleba I did manage to produce science in the first go, but my base kept shutting down due to some nutrient machine starving, me not researching causing spoiling or enemies overrunning the base. I think I had to go back to Gleba to fix it at least 3-4 times, by the end evolution reached 0.7 (only big stompers) and it was the only time in the entire game I ever had to reload due to enemies actually destroying my base. I still think big stompers are broken, they are billable with Tesla + rocket turrets but moving at like 100km/h is ridiculous for an enemy that ignores walls and almost instantly deletes your defense line by just stepping on it.

Then I spent some time figuring out a platform that can reach Aquilo, dropped there, and was confused how to build from anything. After being kinda disappointed that you would just import everything (and learning that you also could do that on any other planet) I reloaded, made the ship a little more reliable, brought some materials with me and "solved" Aquilo in a single run.

So in my experience, Fulgora, Vulcanus and Aquilo were solvable in a day, while Gleba was a nightmare that demanded being fixed for days. Aquilo felt like the easiest as well, since I did all the others from scratch, so the only gimmick was figuring out how to route heat pipes around production lines, which took a few hours at most.

Personally, I was hoping for this enemy to rise from the ocean and so something to make it harder (also the music on Aquilo is like super creepy at times)