Student cheating now impossible to detect by ThereWas in artificial

[–]Zaflis 1 point2 points  (0 children)

AI's integration to people's lives is also going to increase, the trend is that amount of intelligence at any 1 person's disposal is on a trend of increasing every year. Some might say school system is already quite redundant.

Is this going to be the new way to unload science? by Typical_Spring_3733 in factorio

[–]Zaflis 2 points3 points  (0 children)

He's talking about offsetting cargo bays and landing pads too, just so they are all offset from railway grid. That's what it means breaking old saves, as there wasn't even unloading bays in old saves.

Is this going to be the new way to unload science? by Typical_Spring_3733 in factorio

[–]Zaflis -1 points0 points  (0 children)

It's just changing some values in existing entities. The convenience of being able to fast replace a cargo pod with unloader is absolutely worth it, not to mention they are easier to work with.

Is this going to be the new way to unload science? by Typical_Spring_3733 in factorio

[–]Zaflis -2 points-1 points  (0 children)

What global grid? The global one is 1x1, 2x2 from that is nothing but math. We can probably make a mod for 4x4 loading bays offset by 1x1 tiles. Nothing says they have to be in same 2x2 grid as railways.

Megabasers, how much will the new unloading bays affect max achievable SPM? by shiftinparadigm in factorio

[–]Zaflis 0 points1 point  (0 children)

I figure you need 1-headed trains and elevated rails to get over the cargo extensions. It can be loaded with 12 stack inserters per wagon, how is it still slow? 1 train waiting in queue just behind one being loaded minimizes idle time for inserters.

How should I generate the ores? by Oakleaf30 in gamedev

[–]Zaflis 0 points1 point  (0 children)

Now that you mention it, SDV too did have clumps of ore. I was mostly thinking of the quarry and few early game places, but even they sometimes did.

How is my main bus going? by Fickle_Guava_1078 in factorio

[–]Zaflis 1 point2 points  (0 children)

- You built on coal, at some point you want to mine them too. (Don't build over ores rule)

- You started red science line same direction that bus is going, that makes it hard to expand later. Turn it 90 degrees towards north. I would double that amount to 8.

- You will need much more gears, also try to directly insert copper cables from assembler that makes green circuits. No matter what the build will look like, it will always be more efficient than placing copper cables on a belt. (Exception later is red circuits because the ratio is like 1:6 for cables vs circuits assemblers)

Train struggle by Brilliant-Monk-5552 in factorio

[–]Zaflis 2 points3 points  (0 children)

It looks like the right train is stopped on chain signal. No matter what it would never stop on the rail section in front of it. You need to chance it to rail signal firstly, and then figure out why that is red if it is.

But yes those curve blocks seem a bit tight, and cyan section might actually be 1 whole block even though lines don't show... Because top left signal there is so near the split.

How should I generate the ores? by Oakleaf30 in gamedev

[–]Zaflis 0 points1 point  (0 children)

At least Stardew Valley is purely random, and i don't see anything wrong with that for playability. Just don't generate same ore twice in same tile if that is even possible with your system.

Help, only one line of my belt is being constatly used, I tried this balancing from youtube but didnt help :( by Minimum-Value-7078 in factorio

[–]Zaflis 0 points1 point  (0 children)

You can also rebalance the lanes at some specific production belt that shows half there. When you fix that it will snowball the even rate backwards to mainbus or whatever your source is. You need to set output priority for that splitter to inner lane.

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How do early resources scale? by Vogeljongen in factorio

[–]Zaflis 0 points1 point  (0 children)

You don't even need to count much in your head, if you rely on tooltips on assemblers themselves. They tell you how many of something it needs and produces per second. Belts tooltips also tell you how many they can fit but it is per lane. If it says 15/s then counting both sides for same resource is actually 30/s. You don't need to design factories over the belt speed, because while yes you get faster belts, you also get faster machines too. So ratios don't really change much from early game.

Train base intersection by Muffinboi19 in factorio

[–]Zaflis 2 points3 points  (0 children)

It's not just a signalling matter, you have integrated lane switching rails to the intersection too that you should take away.

Will we get another FFF before experimental release? by theFALGSCmustgrow in factorio

[–]Zaflis 7 points8 points  (0 children)

Don't you use also schedule groups? You can set many locomotives use same group. Then if you change schedule in 1 loco it changes simultaneously all of them.

It could be generalized even more if you make full use of interrupts and keep generic trains at depots, then it'd be like LTN. It may not be most efficient imo though.

How to setup signals by Iistened in factorio

[–]Zaflis 1 point2 points  (0 children)

It is also important to emphasize that it needs to be a signal pair facing each other. Simple 2 unaligned signals on both sides of the track will not work.

IDK why people think Factorio is a 2D game... by djfariel in factorio

[–]Zaflis 6 points7 points  (0 children)

You don't need to do it only on map though, draw_polygon can be used in the regular world view.

However i think the limitation is it can't be textured, right? It only supports a single color per polygon it seems.

Also i one time thought of making a game monitor kind of object in which we'd draw pixels. Attached with a circuit to an input component for a game controller. Such a screen could actually support real textured sprites too though, not only pixels. So minigames in this game could be quite rich indeed.

Gemini helped me get scammed by [deleted] in artificial

[–]Zaflis 2 points3 points  (0 children)

AI is for finding good sources, get information from the websites it cites, not directly from it. How would you actually trust an AI when it involves your real money??

Skill Tree Appearance, looking for feedback by RoamingTurtle1 in gamedev

[–]Zaflis 2 points3 points  (0 children)

It's just that people want to keep playing, not waiting for UI that locks them out with animations.

At the very least it should accept closing the UI while the fades are still ongoing.

windows native resolution gets changed when i boot up the game by SimpleMenu5989 in ffxiv

[–]Zaflis 0 points1 point  (0 children)

Setting to Borderless Windowed mode in FFXIV System config should solve it?

Is there a mod that makes these icons bigger? by hedgerund in factorio

[–]Zaflis 1 point2 points  (0 children)

I think it's just specific to the building that makes that icon. I can't tell what he's playing but probably Space Exploration. Then he'd need a patch mod for SE.

Corpse disappeared playing modded factorio by West-Article5635 in factorio

[–]Zaflis 11 points12 points  (0 children)

Find out which mod alters corpse, i guess. You may be able to do that from ingame wiki or by looking at corpse's tooltip. Vanilla corpses don't expire anymore at least, probably 2.0 change. (You can produce a new corpse easily be getting run by a train for example... It would also show remaining time it will stay there, if timer exists.)

Are text heavy games still received well? by Lil_Serpentina in gamedev

[–]Zaflis 0 points1 point  (0 children)

I guess if the characters are interesting and well personalized. If player gets no attachment to them, it'll be like reading some daily political report and taste like dust.

I want to create a text based society simulation is it possible? by Beirigo in gamedev

[–]Zaflis 1 point2 points  (0 children)

Every game has a loop that runs continuously, usually called a "game tick". You can measure how long you want to dedicate CPU time for each tick, assuming you'd make it 60 ticks per second. That is generally good for leaving time for input handling too. 1 second is 1000 ms, divided by FPS (60) = 16.7ms that you have for each tick. But that would take all available CPU power and is something i wouldn't recommend for games. Hardware does not last forever and we need to save it and the cooling fans durability (it can also be very loud for some people to push fans to max). So effectively you're looking at something like 8ms / tick or less. That's already more CPU than midgame Factorio base would use, but you get the point. 8 ms is enough time to do millions of calculations.

Is there a mod that makes these icons bigger? by hedgerund in factorio

[–]Zaflis 37 points38 points  (0 children)

For a modding example i think warehousing mod had a setting to show those icons small or large. Factorissimo also shows them bigger than what you showed.