Posts by Klonan

SKULLL_KRUSHER

Sorry. I'm new to this mod. How exactly do you get nukes like that? Is it the vanilla nuke recipe? Or is there a separate recipe? Thanks!

There is a separate recipe for the M.I.R.V item, you put that in a rocket

opencg

Lol. The file sizes we are talking about would be tiny. Honestly this pixel shader load could be run by cards that came out 14 years ago. And if you really cant run it toggling it would be a simple solution. This wouldn't be some crazy complex programming. This is a technique that was simple when it came out a LONG time ago.

The only real cost would be making the normalmaps in the first place as they would need to be generated and touched up for every object.

But as for the matter you and everyone else is talking about. Performance... I'm afraid that anyone who thinks this would be a performance related issue simply doesn't actually understand how this technique works in the code and hardware.

Having normal maps for all sprites would not be tiny

opencg

Factorio is always a cpu bottleneck. Most modern gpus would have tons of pixel shader headroom to handle this. You would get basically the same fps.

And all our players on laptops and older hardware would struggle with choppy gameplay, or not even be able to load at all depending on the VRAM requirement increases.

yoriaiko

Sorry, but looks like simply reskined of https://mods.factorio.com/mod/Orbital%20Ion%20Cannon or https://forums.factorio.com/viewtopic.php?f=93&t=17910, even similar CnC effects

Probably some code stuff were improved, can be more balanced than anything from before, better scripted... effect looks very similar

It shares no code or logic from LOIC, and they work in fundamentally different ways.

Luddveeg

wait, 0.18 is out?

Oh yea

Link to mod: https://mods.factorio.com/mod/MIRV

It used to be a little clunky to call down the nukes, so now it uses the artillery remote logic (which didn't exist 2 years ago when I first made the mod).

You can toggle the auto-target in the mod settings, along with whether to make pollution when it explodes or not (looks nice on the map too).

Internally now it uses a 'script trigger effect' which I added, which lets mods know when specific triggers happen, such as an artillery turret shooting at a nest.

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You will at least need to wait until the seablock mod pack is updated to 0.18

mgabor

So does Steam Family Sharing work now with the new mini accounts?

Hmm, we will consider it as further improvements (low priority)

AudaciousSam

I love that they implemented my suggestion of: "Continue"

You were right all along

splat313

Could someone with a large base give an idea of the scale of the performance improvements that were made?

Looks like a nice set fixes and optimizations.

Its about 2x

You can redeem a website key from the GOG site and use that to upgrade your account

Hello,
The office here in Prague is still 'closed' until next week, so not much is happening (so our team can rightfully rest). Things will get cracking again on Monday, and our first task is to get 0.18 done!

For that reason, the FFF today is a little on the short side.

2019 recap

2019 was quite a 'typical' year for us. We released 0.17 early in the year, did some bug-fixing for about 6 months, and then we went back to development work. Saying that, we hit some major milestones this year:

  • There was the all time concurrent player peak of over 22,500 with the 0.17 launch.
  • The historically low count of bug reports on the forum.
  • 2 million sales which we reached just last week.

You can see some correlations between this timeline and the commit frequency graph below.


Please note, the number of commits does not reflect the value and quality of an individual :).

It seems like we are somewhat 'in-sync' with each other, which I suppose has good and bad effects.

This year...

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Sirzento

So I also need to disable half the mods on the server? Does the world breaks if a mod is missing?

It depends on the mod, some small QoL mod won't really matter, but if you're factory is 95% Johns_Janky_Junk then disabling the mod will remove all the entities the mod adds, and break it.

Try disabling half your mods, see if the problem persists. If not, then you know one of the mods you disabled was causing it. So then disable half of those mods... etc.

Basically its one of the mods

ZeruuL_

What is the pollution/min from these drones? I can see them in the pollution tab but the drone doesn’t display the exact number/min like miners’.

It depends on their speed, they make a certain amount of polluter per resource mined

For convenience on your behalf, and the lower price, Steam is the best option. You will need to link your Steam account to play online, and gain access to the DRM free downloads and mod portal, that is a simple process.

Buying from our website is best for us, we get 95% of the sale price (redeeming a Steam key does not affect this). We also offer a more generous refund policy on our website compared to Steam.

GOG has no benefit, and I wouldn't recommend it unless you have all your games through them. The updates through GOG directly are generally only stable (they package the updates manually), but you can use the in-game updater to get the updates directly from us.

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Flux7777

Hi Klonan, I've been playing with this a lot and I've only found one thing I would change. Not sure how difficult it would be. But I'd like the ability to insert directly into the storage of the depot. This way I could chain a few together so they could share outward belts. Really useful in the early game especially

unfortunately that isnt possible in the engine

IronCartographer

This doesn't quite change things to the degree you're discussing, but it sounds like you'd be interested in some of its adjustments- https://mods.factorio.com/mod/KS_Combat

The removal of lock-on is terrible for multiplayer, unfortunately.

Well this comment just convinced me to add aim-assist as a global mod setting.

Yea i didn't try it much in MP, i guess the latency really makes it a pickle

DandDRide

When an object is destroyed how long will the final elements of the particle effects remain rendered on screen?

Not very long, most are defined to only last 15 seconds or so