![]() It's trivial to mark prototypes as read-only, not allowing new graphics assets to be loaded at data stage time. The problem here is, how do you tell them all apart? It should be noted, too, that while a graphics mod doesn't (directly) impact performance, it does impact (at the very least) GPU memory, and if you go too far on that, it will start to have a performance impact. As such, you either have to allow all, or allow none. There is no automated way to tell what a mod does or doesn't do and what the impact will be, so unless you spend the time (and money) on dedicated people to not only inspect mods when released, but every time they get an update (mods sometimes evolve), there is no way to separate them. The problem here is, how do you tell them all apart? As it is now, tags on the mod portal are assigned by the modder. Why not just give players a warning on the mod screen about the drawbacks of using community-created content and let them decide if they want to take the risk? The game already have good recovery options for a case when some mods crash. If there is some issue with Lua or something technical like that, I will understand but otherwise I think many console players would appreciate the option to try some mods. And there is even more mods that have some impact but it is small enough to be negligible even for Switch. There is a lot of mods that only replace textures / constants and do not have impact on the performance at all. With the limited amount of RAM, most mods could quickly end up crashing the game. While "mod it 'till it crashes" is ok for most PC players, console games are generally expected to be much more stable(the are exceptions, but they are rare). Also, not using JIT would make 1 even worse, as well as fragmenting the codebaseģ) Issues with community content moderation Why no mod support? I’m guessing it’s either:Ģ) Trouble porting the Lua library, since it uses JIT, and the Switch won’t let unsigned code be marked as executable. That said, there will likely be a side benefit - more optimizations will benefit everybody, and controller support will eventually benefit the Steam Deck and those who use controllers on PC. The Switch is the next logical place to go if you want to expand beyond PC. Love it or hate it - Nintendo is one of the top dogs of gaming. The Switch - well, it's huge in the gaming space. ![]() They are powerful enough, but don't really have the audience. M1 Macs also come to mind - although long gone are the heydays of Macs being serious gaming platforms. My cell phone screen is small, my fingers are large, touch screens can be slow to respond. I've tried games on cell phones - even when they run well, games that are essentially PC / Console ports suffer a lot from poor controls on the touch screen. ![]() Honestly, I'm not sure there's a lot of ARM devices I'd like to see Factorio on? It will be interesting to see what challenges they had with the port. ![]() Let's at least hope this is a step towards more builds for more architectures, and not "1.2 and all future updates will be oriented towards a 20W handheld console" (And don't tell me I am hyperbolizing, crossplay, and that means future updates) are said to be available on the Nintendo™ Switch™ console with their patented Jo圜on™ for the epic gamers™)įor the team, great job, for the switch players - congrats. Tbh, while I am really happy for the team, and especially for Twinsen, that must have been a great and entertaining challenge, I am disappointed.įor years we hear "Arm will not be optimised for, there will be no arm builds", because "Determinism, weak systems, yada yada" and yet, for 1,5 years a port has been in the works for a completely proprietary, closed system on based on Tegra(!). ![]()
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