Search found 226 matches
- 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...
- 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...
- Fri Feb 01, 2019 5:49 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89521
- 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.
- 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...
- 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...
- 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.
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- 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 ...
- 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!
- 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.
- Tue Feb 20, 2018 3:32 pm
- Forum: Implemented Suggestions
- Topic: Deconstruction Book
- Replies: 27
- Views: 9091
- 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.
- 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.
This requires deep changes in the engine, which would take a significant amount of time. I think this time could be better spent elsewhere.
- 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...