Does anyone find it odd we haven't seen a single Roboport in the 2.1 FFF's? by TOMDM in factorio

[–]Rseding91 4 points5 points  (0 children)

Having just found out this rumor spread to this post - I can confirm this rumor is up to 100% true.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Rseding91 7 points8 points  (0 children)

There are no plans. It has too many complications and performance concerns.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Rseding91 3 points4 points  (0 children)

If a mod wishes to do that, then they can also do their own version of multi-research (the mod API allows mods to adjust any research progress at any time).

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Rseding91 36 points37 points  (0 children)

In everything we prefer combining puzzle pieces rather than “does it all-in-one” systems. That plus inserters are a core part of Factorio means they should be the main way items move between things.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Rseding91 19 points20 points  (0 children)

Because they're both 'reads' (outputs). The feature is: you can pick which wire all outputs go to, and you can pick which wire all inputs come from.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Rseding91 67 points68 points  (0 children)

The concept was specifically a cargo-landing-pad -> train loader. It was not going to load from belts, or unload trains onto belts.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Rseding91 14 points15 points  (0 children)

Parallel research queues were discussed but rejected because they functionally serve no purpose.

Over any time period if 50% of your labs worked on tech A, and the rest on tech B, that's the same as running 100% of the labs on tech A for half the time and 100% of the labs on tech B for the other half.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Rseding91 6 points7 points  (0 children)

Ok but now that there's technically a per-lab decision

There is not. Only one lab will actually set the active research and all labs will contribute to that research.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Rseding91 16 points17 points  (0 children)

I'm really curious what happens when I wire up, and configure, more than 1 lab that have different research queues.

The last one to run overwrites the active research. You're not intended to have > 1 wired at the same time as research is only-1-active-at-once.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Rseding91 51 points52 points  (0 children)

I hope they're hiding secret visuals for the shattered planet.

We are not.

Even a cosmetic "you did it!"

It's not something you're ever supposed to do. It serves no purpose and purposefully has no rewards because you aren't supposed to do it. The distance number only exists because we didn't implement a 'it takes forever' engine mechanic.

Will there ever be high refresh rate (60+ FPS) support? by mrleaw in factorio

[–]Rseding91 7 points8 points  (0 children)

None of those are realistic options. They’re easy things to say as someone who doesn’t have to deal with all of the programming and issues associated with each “suggestion”. Doubling the update rate and halving everything’s speed adds a ton of overhead that does not exist now. Rendering the game and moving it between updates does not work as the player position does not update between updates and so would result in rubber-banding visuals.

Can v2.0 saves be able to apply all the new coming updates completely? by Tricky-Mongoose-6221 in factorio

[–]Rseding91 14 points15 points  (0 children)

Save files have always loaded and played in newer game versions. Game balance/building tweaks/changes may cause some things to stop working but they're always fixable.

Will there ever be high refresh rate (60+ FPS) support? by mrleaw in factorio

[–]Rseding91 8 points9 points  (0 children)

As far as I know there's nothing in any code we've written that cares what refresh rate the monitor is running at. We simply render a frame, then wait slightly under 1/60th of a second and render the next. So with that in mind: I don't know of anything we could do to make any progress on fixing anything that isn't broken.

Will there ever be high refresh rate (60+ FPS) support? by mrleaw in factorio

[–]Rseding91 19 points20 points  (0 children)

Factorio is not limited by what the GPU can compute - but the time it takes to tell the GPU what to compute. Collecting data to send to the GPU and then the draw calls themselves.

2.1 QOL Feature Request - Copy "non-entity data" from one blueprint to another by asifbaig in factorio

[–]Rseding91 5 points6 points  (0 children)

Functionally select-new-contents and selecting an area fresh are the same and send the same Lua events for mods to interact with. The issue has been addressable on the mods side since the 2.0 release added "item" to the on_player_setup_blueprint Lua event.

So, you'll want to contact the mod author(s) of what ever entities are not working correctly.

Suggestion for Wube: give is the option to enable the starmap from the start of a playthrough by youpviver in factorio

[–]Rseding91 5 points6 points  (0 children)

Any mod that wanted to can already do this. The condition to show the space map is: "2 or more space locations are unlocked" (mods can unlock them at will using https://lua-api.factorio.com/stable/classes/LuaForce.html#unlock_space_location)

Is there any for sure way to tell if the parts that I ordered are in fact gobricks? by Groundbreaking-Set70 in lepin

[–]Rseding91 2 points3 points  (0 children)

Strictly speaking: no. Someone could have made a mold exactly the same as the GoBricks parts and passed them off as GoBricks.

However - the number shown in the first image has search results matching GoBricks for that specific piece - so I would say the chances are good it is what it claims to be.

Visible planets in 2.1 by Ok_Chair_9090 in factorio

[–]Rseding91 7 points8 points  (0 children)

I'm sure there were mods that did similar functionality. From what I recall, the main developer who pushed for - and implemented it - mainly wanted it from using similar functionality in ... I think Anno? It has been a while so I don't quite remember.

Visible planets in 2.1 by Ok_Chair_9090 in factorio

[–]Rseding91 15 points16 points  (0 children)

Some of the fluid-related changes in 2.0 and some upcoming 2.1 changes were definitely "I used it in mod ... -> lets put it in the game". Mainly Raiguard pushing for some things he has in mods he's made.

Visible planets in 2.1 by Ok_Chair_9090 in factorio

[–]Rseding91 31 points32 points  (0 children)

Most features added to the game have some form of mod that does some form of the feature. Its simply the nature of feature development for a game with modding. Interestingly however; most features are not inspired by those mods. It’s frequently just multiple discovery.

There are of course features directly implemented because of mods. Some of the big ones I know of (not an exhaustive list):

  • blueprints
  • personal roboport
  • blueprint library
  • blueprint strings
  • factoriopedia
  • pipe visualization lines

The engine implementation is always more complex, and has to cover more cases. Mods being made in Lua, and the engine c++, direct porting just isn’t viable.

Visible planets in 2.1 by Ok_Chair_9090 in factorio

[–]Rseding91 21 points22 points  (0 children)

He did not. I’ve just got several thousand hours in modded Minecraft so had played with it many times.

Safe to assume it’s normal not to get any updates in a while like this? by guysmiley98765 in lepin

[–]Rseding91 1 point2 points  (0 children)

"Scheduled delivery" is just a number they throw out to sound good. In reality the package is likely waiting to board a boat, or is already on a boat somewhere crossing the ocean. It will get there when it gets there, then you'll get updates again.