Search found 549 matches
- Wed Sep 28, 2016 8:26 am
- Forum: General discussion
- Topic: Is RSO still needed?
- Replies: 9
- Views: 6411
Re: Is RSO still needed?
Hi, I played like crazy when the game was in 0.12, and RSO was needed to give a real reason to use train (other than simply enjoying it, of course), as the resources were close to each other. I think I read about newer versions changing a lot about resource and map generation. So right now, is RSO ...
- Wed Sep 28, 2016 8:02 am
- Forum: General discussion
- Topic: Outpost Buffer Chest Balancing
- Replies: 13
- Views: 7692
Re: Outpost Buffer Chest Balancing
DaveMcW is talking about this: https://i.imgur.com/yZeqpuo.png" It's a brilliant design and it does work. Note that the "1" on the right would ideally be replaced by the stack-size bonus that your inserters are currently operating with. Also, if you think about how this works, if all ...
- Wed Sep 28, 2016 5:52 am
- Forum: Not a bug
- Topic: [0.14.8] [Oxyd] Linux x64 segfaults
- Replies: 8
- Views: 2446
Re: 0.14.8 Linux x64 segfaults
Glad to hear those changes seem to have an effect. :) Since we haven't had any other bug reports about that crash – or the lockup during bitmap cropping – I'd say that's additional support for the hypothesis that it's something in your system. Definitely keep us updated on how the testing goes. I t...
- Mon Sep 26, 2016 10:49 pm
- Forum: Ideas and Suggestions
- Topic: Give combinators the highest priority energy consumption
- Replies: 13
- Views: 4139
Re: Give combinators the highest priority energy consumption
For constant combinators yes but otherwise they are only passing on the signals they received, just in different forms. Kind of like how you don't need to power a headphone splitter or something. There is already precedent in the game for ignoring power requirements in order to facilitate gameplay....
- Mon Sep 26, 2016 4:37 am
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 68789
Re: [0.15] Mod setting/config interface - give your input
This is a great idea in general. One thing to think about that has not yet been mentioned: folks will need some kind of change management for these settings when mods are upgraded.
- Mon Sep 26, 2016 4:28 am
- Forum: Ideas and Suggestions
- Topic: Give combinators the highest priority energy consumption
- Replies: 13
- Views: 4139
Re: Give combinators the highest priority energy consumption
I thought I should mention that I've found an amazing use for combinator's power requirement given the current behavior. If you make a timer that emits a one-tick pulse every N ticks, and plug this into a power switch, and then isolate a network of combinators on the network powered by the switch, y...
- Sun Sep 25, 2016 4:37 am
- Forum: Railway Setups
- Topic: Train Detection in 0.14: First, some science
- Replies: 16
- Views: 16042
Re: Train Detection in 0.14: First, some science
One thing I hate about it, (aside from the obvious aesthetic issue) is that it will fail to distinguish between a parked cargo train full of coal and an engine. I don't quite understand your reasoning. The detection can handle any kind of fuel. The fuel will only be taken out of the engine, except ...
- Sat Sep 24, 2016 8:46 pm
- Forum: Railway Setups
- Topic: Train Detection in 0.14: First, some science
- Replies: 16
- Views: 16042
Re: Train Detection in 0.14: First, some science
Here is a, in my opinion quite dirty solution (I don't like the inserter stuff) http://s22.postimg.org/yw8jggev5/Untitled_1.jpg H4sIAAAAAAAA/8VW7Y6bMBB8lYiflTkFwp2uurovcqqQA5vEqrGRvVwbobx7l68LoUA4dGrzi2Qz+zEzXpOajTKJUJuYl6BRogTHy1KLDLjnMqGUr0SWeyw3 joJG8/I394OHR3bmfvjweGGJ0WiNivdwEm/SWF4m0iaFxJgiaY...
- Sat Sep 24, 2016 8:18 pm
- Forum: Railway Setups
- Topic: Train Detection in 0.14: First, some science
- Replies: 16
- Views: 16042
Re: Train Detection in 0.14: First, some science
And, yeah, that actually is a more apt metaphor than mine.Megatron wrote: PS: maybe not like the bumblebee, but more like newtonian gravitation. It somehow works, though not always, and nobody knows why without deeper understanding of the game mechanics. I mean universe
- Sat Sep 24, 2016 10:24 am
- Forum: Not a bug
- Topic: [0.14.8] [Oxyd] Linux x64 segfaults
- Replies: 8
- Views: 2446
Re: 0.14.8 Linux x64 segfaults
Sometimes I used to run factorio and my whole system would simply freeze. I had to use magic sysrq to reboot. The freeze always happened during "cropping bitmaps." When my system came back I would discover NMI soft lockup backtraces like these made it into the journal: Sep 14 11:17:45 mon...
- Sat Sep 24, 2016 9:33 am
- Forum: Combinator Creations
- Topic: Simple hysteresis with two combinators
- Replies: 12
- Views: 32540
Re: Simple hysteresis with two combinators
how does this differ from a SR latch circuit? An SR latch does something completely different. Hysteresis, as used here, means that a certain range of values are "accepted" by the circuit and everything else is "rejected". This device accepts a single continuous stream of values...
- Sat Sep 24, 2016 7:03 am
- Forum: Not a bug
- Topic: [0.14.8] [Oxyd] Linux x64 segfaults
- Replies: 8
- Views: 2446
Re: 0.14.8 Linux x64 segfaults
You seem to be using Gallium and the two log fragments you posted show a crash in a draw call. Could you try with AMD's driver, just to rule out a bug in Gallium? Actually I took a look at this already. Turns out, I would have to downgrade to xorg 1.17 which would break all kinds of stuff in my sys...
- Sat Sep 24, 2016 6:42 am
- Forum: Railway Setups
- Topic: Train Detection in 0.14: First, some science
- Replies: 16
- Views: 16042
Re: Train Detection in 0.14: First, some science
There is no distinction between a scheduled arrival or a manual stop. Using the train's speed wouldn't work because it might not have reached maximum speed for the deceleration to be uniform for each station. See my first post above -- there is a difference. When the train stops at the station alth...
- Wed Sep 21, 2016 8:48 pm
- Forum: Gameplay Help
- Topic: Circuit network help
- Replies: 3
- Views: 1574
Re: Circuit network help
I made a contraption precisely for this purpose called The Availabilitizer . However you cannot just stamp them down all over the place and expect the right thing to happen -- they must be used sparingly or else you must invent some sort of mechanism to coordinate their activity to prevent them from...
- Wed Sep 21, 2016 8:23 pm
- Forum: Ideas and Suggestions
- Topic: Massive multiplayer suggestion thread
- Replies: 8
- Views: 3273
Re: Massive multiplayer suggestion thread
Although it would detract from initial sheer hedonistic fun, I think maps with scarce resources might be a good way to "force" players to decide on some sort of social organization, play collaboratively, and also avoid an exponential proliferation of factory structures causing megabase-sty...
- Wed Sep 21, 2016 12:52 pm
- Forum: Railway Setups
- Topic: Train Detection in 0.14: First, some science
- Replies: 16
- Views: 16042
Train Detection in 0.14: HOWTO
In the following combinator build, I'm trying to codify the following business logic: Criteria (ALL of which must be met) to decide a train has parked The second signal before the train station is red The signal directly before the station transitioned very recently directly from yellow to green Cri...
- Wed Sep 21, 2016 11:31 am
- Forum: Not a bug
- Topic: [0.14.8] [Oxyd] Linux x64 segfaults
- Replies: 8
- Views: 2446
Re: 0.14.8 Linux x64 segfaults
Yes, same mod-heavy map in both of the above crashes, and the other three or four times I CTD'ed. Although I have nowhere near enough hours played to strongly reject the H 0 that it's nevertheless prone to the same crash but I simply haven't stumbled across it yet, after some hours spent in my labor...
- Wed Sep 21, 2016 3:54 am
- Forum: Not a bug
- Topic: [0.14.8] [Oxyd] Linux x64 segfaults
- Replies: 8
- Views: 2446
[0.14.8] [Oxyd] Linux x64 segfaults
These seem to be triggered semi-randomly in 0.14.8, perhaps once every two hours on average. Not sure if anything I am doing in the game is causing it: in the most recent one, I was just "standing there". I have a lot of mods... I'll try my vanilla campaign for a while and see if I can get...
- Mon Sep 19, 2016 8:03 pm
- Forum: Railway Setups
- Topic: Train Detection in 0.14: First, some science
- Replies: 16
- Views: 16042
Train Detection in 0.14: First, some science
Although in 0.13 we can now wire train signals to the circuit network, vanilla factorio has not (yet?) provided a documented means by which we can detect via circuit conditions whether or not a train parked at a given train station just "happened" to be there or is making a scheduled deliv...
- Mon Sep 19, 2016 12:06 pm
- Forum: Ideas and Requests For Mods
- Topic: Toony graphic overhaul?
- Replies: 9
- Views: 4850
Re: Toony graphic overhaul?
This is for some artist (or more likely, team of them). I love virtually almost everything about Factorio. Gameplay is great, audio too. But graphics, they really get me. They're most generic stuff that you could possibly came up with. And the look of the game is very dated because of it (this styl...