Search found 251 matches
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
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
- 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 ...
- 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?
- 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...
- 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...
- 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...
- 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
A signal blocked by circuit condition outputs nothing.ikarikeiji wrote: ↑Mon Oct 15, 2018 12:59 pmIf 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.
- 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...
- 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...