Klonan

Klonan



04 Oct

Comment

The mods should be updated, 0.17.69 has been released for over 2 weeks now

Comment

Originally posted by Klonan

It just came as the path of least resistance. We upgraded all our devloper pcs a few years ago, so we had the old desktops just laying around. When the need came for a new server, it was easiest just to use the old desktops we had on hand.

Also another reason, it is much easier and cheaper to maintain standard desktop parts.

Hardware availablility isn't amazing here in Czechia, so sticking to more mainstream CPUs and form factors makes it much easier to fix them when something goes awry.

Comment

Originally posted by Zacknarian

Nice FFF ! I really like that you keep sharing "daily" news.

I work in IT infrastructure and I have few questions :

Why are you using specifically desktops PC for tests servers ?

If you need a lot of CPU power you could just use production server and do some virtualization. I'm sure you considered it, what are the reasons this solution wasn't selected ? Cost or complexity ?

And what about cloud instance dedicated to CPU usage ?

It just came as the path of least resistance. We upgraded all our devloper pcs a few years ago, so we had the old desktops just laying around. When the need came for a new server, it was easiest just to use the old desktops we had on hand.

Post

New test servers

We recently bought and assembled some high-end PCs, with the hope to gauge performance, speed up running tests, and potentially consolidate the number of servers we are maintaining internally. The two lucky CPUs were a i9-9980XE 18-core and a Ryzen 3900X 12-core.

We are using the time to complete our test suite in 'heavy mode' as a benchmark. Heavy mode basically saves and reloads the game each tick, and compares a CRC of the map from before and after. It is super slow to run, but the heavy test is critical to help find any possible determinism issues. There is some more info on 'heavy mode' in ...

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28 Sep

Comment

Originally posted by Battleplanner

Do the turrets focus on more heavily damaged objects or is it random?

A bit of both


27 Sep

Comment

Originally posted by dorthak42

So are new feature releases going to be on the stable branch or will they first come out on the experimental Branch?

We are planning that they will come out as experimental 0.17 releases. So it is very possible we could reach 0.17.100 within a few months.


25 Sep

Comment

Originally posted by Delois2

I got to ask if I may, are you able to support your self developing loping just factorio? It's an amazing game and you have done a great job, but not sure if it still gets enough new sales for you to live on. Feel free not to answer if too personal.

we still have over 500 sales a day, enough to keep us going.


24 Sep

Comment

Originally posted by unpleasant_truthz

RTS unit control

What? Where?

Comment

Originally posted by MC_Man165

Hey can you make a mod based on just zooping all items in a logistic network to replace bots? It would make for some great throughput!

Oh no please don't tempt me

Comment

Originally posted by Just_Carrier

When can we get build system based on this, like alterniteve to robots?

Yea... I was thinking of doing some scope/feature creep to let them rebuild ghosts...

Comment

Originally posted by Hanakocz

New trailer when?

1.0 👌

Comment

Originally posted by rachet303

wait. is this a mod? or is this official? i havent player in a long time

Comment

So now the repair turrets require repair packs to work. If they don't have any in their own inventory, they will look for one in the logistic network, and it will be 'zooped' over the network, draining some electric energy on each hop.


21 Sep

Comment

Originally posted by issr

Hey there. I loving this mod, but I have one small criticism. I got my builder bot army up to about 420 now and I'm using them to build lots of things, including placing concrete. They aren't very efficient at it though, it's a lot of labor. So they will frequently stop at roboports to power up. The problem is that these towers will also recharge the robots, except they are very slow at it and only charge one robot at a time. So I tend to have hundreds of robots sitting around the towers waiting for their turn to charge up.

If you could address this somehow it would be great. The way it is now I'd rather they not charge robots at all.

Just noticed one more thing: the robots are sapping all the power from the tower while they recharge, and the tower doesn't have enough juice to perform repairs.

Could you send me the save game for testing?


20 Sep

Comment

Originally posted by Galbrain

That's true, but i can't craft them since there are no normal "repair packs" anymore, but those are needed to craft the repair towers.

This seems more like something that should be fixed on IR side, a lot of other mods and things will depend on the base game repair pack.

Maybe it should go through and fix the recipes that use the repair pack to use the bronze repair pack or something.

Comment

Originally posted by Galbrain

/u/Klonan is there a possibility that you make this mod compatible with Industrial Revolution? Since in IR they changed Repair Packs to the different ore Eras (copper repair pack, iron repair pack, etc)

It is not incompatible as far as i know


19 Sep

Comment

Originally posted by Silentmooses

Is this game worth a go?

Comment

Originally posted by intangir_v

i thought there would be new landfill, what happened to that?

Its in this release, not in the changelog (sorry).


18 Sep

Comment

Originally posted by Cazadore

These towers are great. I love the fact their not op when the engagemet takes longer than 30s (after they have emptied out their internal power storage), they can only charge slow, they increase robot construction range and they get upgrades via techtree.

10/10 would use this mod again in my deathworld. Probably earlier than behemots...

Sidequestion for u/klonan

Can we get the "real visible bullets" change you did in your "Total Automation" mod as a stand alone mod ?