Search found 226 matches

by ThaPear
Fri Mar 01, 2019 8:06 am
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 36866

Re: Version 0.17.1

Okay not sure if it's a bug or just a new feature, but it seems that as of 0.17 the "update time" for machines (furnaces, etc.) to display item icons in ALT mode is very long now (up to 1 second) which creates these weird "flashes" whenever new item is created/stacked in the mac...
by ThaPear
Thu Feb 28, 2019 4:18 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 247029

Re: Version 0.17.0

Has anybody EVER found it useful to be able to detach/attach rolling stocks? I always just assembled the train on the line as needed. I actually use it a lot, so yes. I use a train with random stuff that I manually drive. I can turn around the lead engine by detaching, rotating, and reattaching. Ot...
by ThaPear
Fri Feb 01, 2019 5:49 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 89521

Re: Friday Facts #280 - Visual Feedback is the king

Tomik wrote:
Fri Feb 01, 2019 5:45 pm
So when can we expect 0.17? Please?
0.17 will be released in 2019.

This looks great! I love the ability to toggle the roboport.
Allowing us to make waypoints makes many of my stations more efficient, which is awesome!
by ThaPear
Wed Jan 30, 2019 8:12 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 76606

Re: Friday Facts #279 - Train GUI & Modern Spitter

Since everything can already be done with the current and/or system, I feel dev time is much better spent on other things. Brackets would only needlessly complicate the system.
by ThaPear
Sat Jan 26, 2019 12:54 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 76606

Re: Friday Facts #279 - Train GUI & Modern Spitter

I love the new train GUI, it looks much better! I agree with the point made above that the fuel information can be integrated into the main view though, since it's very tiny and always feels like a chore to navigate to just to check how much fuel my train has left. The combat should become a lot mor...
by ThaPear
Mon Jan 14, 2019 10:04 pm
Forum: Ideas and Suggestions
Topic: Towing vehicle
Replies: 4
Views: 1639

Re: Towing vehicle

I agree that the car trunk capacity is very large, maybe unreasonably so. Maybe the new wagons could work the same as train wagons, they can automatically connect to a car or tank. The only issue may be automaticallly disconnecting them, as the only way to similarly remove wagons is to mine them. Y...
by ThaPear
Mon Jan 14, 2019 2:45 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64965

Re: Friday Facts #276 - Belt item spacing & Script rendering

It can only read separate sides when both sides hold a different item.
by ThaPear
Thu Jan 10, 2019 4:50 pm
Forum: Off topic
Topic: I've been looking for the next Factorio or Kerbal
Replies: 7
Views: 7233

Re: I've been looking for the next Factorio or Kerbal

If you like building a rail network, you can try OpenTTD. It's free and has entertained me for many hours.
by ThaPear
Thu Jan 10, 2019 4:47 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23523

Re: Dynamic train schedule

A conditional skip isn't very complex, even if you haven't played OpenTTD. Consider this very simple example (which doubles as use case), where I've omitted the wait conditions for brevity: 1. Goto "Ore Pickup 1" 2. If Ore >= 2000 jump to 6 3. Goto "Ore Pickup 2" 4. If Ore >= 200...
by ThaPear
Sat Jan 05, 2019 1:22 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64965

Re: Friday Facts #276 - Belt item spacing & Script rendering

Another throughput measurement setup. (Read-mode) Outputs 0 if it has full throughput, negative if it's starving, positive if it's saturated. The feedback loop empties due to the splitter priorities. This setup only works properly due to the changes in 0.17. 0eNrNls1uozAQx99lzrDCtGkSbn2OVYUMTMpIYCPb...
by ThaPear
Fri Jan 04, 2019 5:36 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64965

Re: Friday Facts #276 - Belt item spacing & Script rendering

As someone who is heavily using circuits I also see nearly no benefit of getting a constant amount of items per belt piece on fully compressed belts - how would that help with anything? Trying to detect full throughput with read mode is now completely impossible, since you will never notice stutter...
by ThaPear
Fri Jan 04, 2019 5:27 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64965

Re: Friday Facts #276 - Belt item spacing & Script rendering

As the smelting recipe change, I am proposing the following: - Iron plate, copper plate, stone brick: 3.2 - Steel: 16 That would mean exactly 48 stone furnaces per yellow belt, which is the number that people already build, but some of the last ones flicker with inactivity in 0.16, now all of them ...
by ThaPear
Fri Dec 28, 2018 11:58 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155837

Re: Friday Facts #275 - 0.17 Science changes

Putting both forms of personal roboport behind yellow science will make railworlds (which I exclusively play) a pain to play. As Filias said, building rail networks by hand is not fun at all. I found the bad roboports you'd get using blue science a good first step to at least start using blueprints ...
by ThaPear
Sat Oct 27, 2018 5:15 pm
Forum: Ideas and Suggestions
Topic: Normalize crafting time tooltips (New Player Experience)
Replies: 11
Views: 4227

Re: Normalize crafting time tooltips (New Player Experience)

The crafting machines should definitely be normalized. It makes no sense for the only machine that is able to craft a certain recipe to have a crafting speed other than 1.0. Regarding assembly machines: 1/3 or 2/3 fractions is not a nice thing to calculate with, so I'd be in favor of normalizing to ...
by ThaPear
Mon Mar 05, 2018 6:20 pm
Forum: Releases
Topic: Version 0.16.28
Replies: 31
Views: 25562

Re: Version 0.16.28

More fixes, nice!
by ThaPear
Fri Mar 02, 2018 10:24 pm
Forum: News
Topic: Friday Facts #232 - PAX, Bugs, Graphs
Replies: 49
Views: 23433

Re: Friday Facts #232 - PAX, Bugs, Graphs

Impressive decline in crashes.
by ThaPear
Tue Feb 20, 2018 3:32 pm
Forum: Implemented Suggestions
Topic: Deconstruction Book
Replies: 27
Views: 9091

Re: Deconstruction Book

+1
by ThaPear
Mon Feb 19, 2018 4:58 pm
Forum: Ideas and Suggestions
Topic: Invert car backup keys
Replies: 5
Views: 2319

Re: Invert car backup keys

I agree with this, I also often feel the car controls are counter intuitive.
by ThaPear
Thu Feb 15, 2018 8:49 pm
Forum: Ideas and Suggestions
Topic: add height to the map
Replies: 3
Views: 1029

Re: add height to the map

It looks like this would just be complexity for complexity's sake, I do not see how adding this would improve gameplay.
This requires deep changes in the engine, which would take a significant amount of time. I think this time could be better spent elsewhere.
by ThaPear
Tue Dec 19, 2017 2:43 pm
Forum: General discussion
Topic: Update using too much bandwidth
Replies: 6
Views: 2756

Re: Update using too much bandwidth

The problem is that the updater does a sequential update. Like this: 16.1 -> 16.2 -> 16.3 -> 16.4 -> 16.5 -> 16.6 Better would be if it would do a direct: 16.1 -> 16.6 update. The issue with this is that there would have to be an update process for every version to update from that specific version...

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