Search found 251 matches

by Nidan
Sat Jul 06, 2019 11:27 pm
Forum: Ideas and Suggestions
Topic: Bart's prioritize placing buildings and using logistics
Replies: 3
Views: 1200

Re: Bart's prioritize placing buildings and using logistics

I agree that construction bots should prioritize blueprints over storage when deconstructing something. For your other issue I find it even more annoying when the box fill my character's inventory and then hover around my character waiting for me to empty my inventory, […] Construction bots from a l...
by Nidan
Sat Jul 06, 2019 11:13 pm
Forum: Ideas and Suggestions
Topic: Purple-Print
Replies: 1
Views: 943

Re: Purple-Print

This could be very helpful for switching from Transporter Belts to Fast or Express Transporter Belts, or upgrading Assemblers (& belts) in a production line. That's an upgrade planner . Placing a purple-blueprint over a patch of trees and having the trees auto removed before buildings placed wo...
by Nidan
Sun May 05, 2019 6:59 pm
Forum: Ideas and Suggestions
Topic: General Issues with Automated Mod Downloading
Replies: 5
Views: 1474

Re: General Issues with Automated Mod Downloading

As I happen to have the modpack in question, just for comparison, the loading times on my computer: Greg's modpack: 379.779 Loading sounds... (mod loading has finished) 410.756 Factorio initialised (main menu shown) Vanilla: 4.206 Loading sounds... 16.268 Factorio initialised I'd agree that this is ...
by Nidan
Wed May 01, 2019 2:12 am
Forum: Ideas and Suggestions
Topic: x < N, anything/everything. Real math or "Factorio" math?
Replies: 19
Views: 3984

Re: x < N, anything/everything. Real math or "Factorio" math?

How about separating zero and unpresent signals from each other? But I'd like if a distinction between "signal is zero" and "signal is not present" were added. Most entities would continue to work as now - Outputting a signal results in that signal being present - Reading a signa...
by Nidan
Mon Mar 18, 2019 8:59 pm
Forum: Releases
Topic: Version 0.17.15
Replies: 9
Views: 10823

Re: Version 0.17.15

Fixed that disabling friendly fire prevented fish from healing. There has GOT to be a great story behind how this happened. How does friendly fire interact with regeneration. Does it somehow break the regeneration timer or something? That's somewhat obvious: Fish deals damage to yourself, negative ...
by Nidan
Sun Mar 17, 2019 11:54 pm
Forum: Ideas and Suggestions
Topic: Temporary Stations = Manual train mode
Replies: 24
Views: 10100

Re: Temporary Stations = Manual train mode

I find the best solution to put an option in the settings menu. The option would be cumbersome to use as you might need to toggle it for every other train. Maybe the best solution is a compromise. If the train is in manual mode when you control-click to create a temp station, then the train tempora...
by Nidan
Sun Mar 17, 2019 4:45 pm
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 35969

Re: Friday Facts #286 - Pollution cleanup

"emissions_per_tick_per_watt" and "pollution_absorption_per_second ". Why ticks and seconds within the same context? And what if the update rate drops below 60 ticks/second? I can say the same about any in-game mention of seconds. For example, recipe times or mining speed. A fac...
by Nidan
Thu Mar 14, 2019 10:33 pm
Forum: Releases
Topic: Version 0.17.9
Replies: 56
Views: 33053

Re: Version 0.17.9

Its not "normal" a CDN is normal used to give the user a ip near their location to improve speed and responsivness. This round robin is just used to spread the load across different servers, which can work better, or worser. It probably also doenst count on the current load of the servers...
by Nidan
Tue Mar 12, 2019 12:45 am
Forum: Releases
Topic: Version 0.17.9
Replies: 56
Views: 33053

Re: Version 0.17.9

(I dont get what they have done) Nothing special, that's just normal DNS operation. Each time your computer needs to look up an IP for dcdn.factorio.com it gets them in a random order and then picks the first one to connect to. (It would try the other ones in order if it failed to connect to the pr...
by Nidan
Sat Mar 09, 2019 1:58 pm
Forum: Ideas and Suggestions
Topic: Change Factorio's numeric versionning system
Replies: 38
Views: 9714

Re: Version 0.17.8

0.17.9 + 0.0.1 is not 0.18.0, it's 0.17.10. Same for 0.17.99->0.17.100, and onward forever. The max value for each version is 65535, So technically after 0.17.65535, we really have no choice but to make it 0.18.0 (Or maybe it would overflow back to 0.17.0) from a just crytography/computer POV one c...
by Nidan
Wed Feb 27, 2019 12:14 am
Forum: Ideas and Suggestions
Topic: circuit networks..
Replies: 16
Views: 4923

Re: circuit networks..

But I'd like if a distinction between "signal is zero" and "signal is not present" were added. Most entities would continue to work as now - Outputting a signal results in that signal being present - Reading a signal that isn't present is treated as zero For arithmetic (mainly t...
by Nidan
Fri Feb 22, 2019 11:21 pm
Forum: Implemented Suggestions
Topic: Incremental Updates
Replies: 9
Views: 4177

Re: Incremental Updates!

The ingame updater happens to do just that.
If you are using the steam version the ingame updater is probably disabled however as steam takes care of the updating and the devs might be limited in their options there
by Nidan
Thu Feb 21, 2019 1:08 am
Forum: Ideas and Suggestions
Topic: circuit networks..
Replies: 16
Views: 4923

Re: circuit networks..

And.. If the value of a variable is zero, still show it. Loosing any sign of a variable just because its zero makes debugging circuit networks really tough! The thing is...every value is zero, unless it's not. If you hover over a power pole, and it says there are 53 Electronic Circuits and nothing ...
by Nidan
Sat Feb 02, 2019 12:37 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 97986

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

How do waypoints interact with the circuit network? Are train id and contents available on the tick the train passes through the waypoint?
by Nidan
Sat Jan 05, 2019 4:16 am
Forum: Ideas and Suggestions
Topic: Save password for multiplayer games
Replies: 15
Views: 5032

Re: Save password field when joining a server

[...] First: that's dumb. At least have two or three passwords, distributed among accounts based on how much you care about what they're protecting. Sensible advice, but laziness and/or ignorance usually wins. Second: if this is something they implement, there might be some better way to do it than...
by Nidan
Fri Jan 04, 2019 10:01 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 70052

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

"Breaks" in the sense of detecing >4 when on full throughput for as long as the two splitted belts have not been emptied, so for about 2 seconds, after that the normal full belt throughput will again be split into 2* 1/2 full belt and detected as 2* 4 items on the belt Those bits can't em...
by Nidan
Tue Nov 13, 2018 12:32 am
Forum: Outdated/Not implemented
Topic: Optimize Drone Movement
Replies: 58
Views: 32297

Re: Optimize Drone Movement

There's a simple fix to prevent the bots being stuck in a loop: Remember the last roboport the bot left/charged at, and whenever the bot needs to charge only allow roboports that are closer to the target than the last one. Once the bot has reached it's target allow all roboports again. Keeps the bot...
by Nidan
Tue Oct 16, 2018 5:51 am
Forum: Ideas and Suggestions
Topic: Circuits: enhancing rail signal function
Replies: 6
Views: 2748

Re: Circuits: enhancing rail signal function

ikarikeiji wrote:
Mon Oct 15, 2018 12:59 pm
If a signal set red only by circuit signal really outputs a red signal back onto the circuit network, I would suggest this is changed as that's really not a useful behaviour.
A signal blocked by circuit condition outputs nothing.
by Nidan
Mon Aug 27, 2018 6:05 am
Forum: Ideas and Suggestions
Topic: Mitigating the dangers of manual train driving
Replies: 3
Views: 1855

Re: Mitigating the dangers of manual train driving

Actually, the train following you is the one that can (and will) stop in time, even if you stop instantly. The problem is trains crossing or joining your path, as these have a signal already reserved by them (yellow) turn red. A solution could be to handle the manual train similar to an automatic tr...
by Nidan
Sat Jul 21, 2018 10:41 pm
Forum: Ideas and Suggestions
Topic: Option to make server wait for slowest client
Replies: 34
Views: 14535

Re: Option to make server wait for slowest client

Aslo if the server is set to auto-pause when no-one is connected, then I agree it shouldn't un-pause until the first player to connect actually finishes downloading the map. I would go one step further: Even if the server doesn't auto-pause, it should pause while the first (and only the first) play...

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