Search found 549 matches
- Mon Sep 19, 2016 8:39 am
- Forum: Combinator Creations
- Topic: Simple hysteresis with two combinators
- Replies: 12
- Views: 31346
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...
- Fri Sep 16, 2016 5:32 pm
- Forum: News
- Topic: Friday Facts #156 - Massive Multiplayer
- Replies: 42
- Views: 26498
Re: Friday Facts #156 - Massive Multiplayer
Man, that new desert looks great. On the first stream Arumba mentions that the multiplayer was originally retrofitted to a codebase designed only to be single-player. That's super-impressive; congrats on making it work so well. Finally, after months spent maximizing my alone time, I am once again in...
- Thu Sep 15, 2016 8:50 pm
- Forum: Not a bug
- Topic: Blueprint alignment bug/misfeature: train-track-trouble
- Replies: 3
- Views: 1729
Re: Blueprint alignment bug/misfeature: train-track-trouble
Hm. I'd appreciate it if this topic could move to suggested improvements rather than not-a-bug; fwiw it was intended as such despite the word "bug" in the title. Also: it occurs to me that there is a more radical but probably more elegant way to achieve the same thing as the smoke-and-mirr...
- Thu Sep 15, 2016 1:53 pm
- Forum: Not a bug
- Topic: Blueprint alignment bug/misfeature: train-track-trouble
- Replies: 3
- Views: 1729
Re: Blueprint alignment bug/misfeature: train-track-trouble
There is no reason I shouldn't be able to align the placement of this blueprint to seven tiles and make the train loading bay. Since train tracks are 2x2 tiles, they also align in a 2x2 grid otherwise you could not close the 1x2 gap between the tracks. This might inconvenience you, but it certainly...
- Thu Sep 15, 2016 10:33 am
- Forum: Ideas and Suggestions
- Topic: Selectable mod "profiles" / Mod Presets / Mod Manager / Mods Config / Mods Folders
- Replies: 13
- Views: 6649
Re: idea: selectable mod "profiles"
What's wrong with a good old rm mods && ln -s 0.14_mods/ mods Bind mounts seems like overkill for this task. (If anything you should just use a COW filesystem and reflinks :) ) I dunno if I agree with you about this. I use a lot of bind mounts: greg@moneypit ~ $ grep -c bind /etc/fstab 37 A...
- Thu Sep 15, 2016 9:39 am
- Forum: Not a bug
- Topic: Blueprint alignment bug/misfeature: train-track-trouble
- Replies: 3
- Views: 1729
Blueprint alignment bug/misfeature: train-track-trouble
blueprint_alignment_issue.gif There is no reason I shouldn't be able to align the placement of this blueprint to seven tiles and make the train loading bay. This inability breaks the UX magic of 0.13 train tracks and forces me to think in terms of the 0.12 train-track-design UX -- all of a sudden, ...
- Tue Sep 13, 2016 7:45 pm
- Forum: Implemented Suggestions
- Topic: mod portal: changelogs
- Replies: 0
- Views: 551
mod portal: changelogs
In the mod portal, it would be fantastic if an end-user-facing field were provided for mod authors to publish their changelogs. We had this in the old forum-based mod publishing convention but effectively lost it when we moved to the mod portal. Ideally, when a mod has turned yellow in the gui, indi...
- Mon Sep 12, 2016 1:32 am
- Forum: Show your Creations
- Topic: Factorio Confessional: Post your Abominations
- Replies: 25
- Views: 14592
Factorio Confessional: Post your Abominations
Forum, forgive me, for I have sinned. In response to a few little problems on my bus I created the following design:
hehehe
I am pretty sure this was not the best solution but I'm keeping it - Sun Sep 11, 2016 11:53 pm
- Forum: Ideas and Suggestions
- Topic: Selectable mod "profiles" / Mod Presets / Mod Manager / Mods Config / Mods Folders
- Replies: 13
- Views: 6649
Re: idea: selectable mod "profiles"
I think this is one of those ideas that should work alongside the in game configuration options for mods (rather than having to manually edit the config.lua files that some mods include) so the entire mod profile would be kept together. It would also allow different profiles to not only have differ...
- Sat Sep 10, 2016 9:52 pm
- Forum: Ideas and Suggestions
- Topic: Selectable mod "profiles" / Mod Presets / Mod Manager / Mods Config / Mods Folders
- Replies: 13
- Views: 6649
Selectable mod "profiles" / Mod Presets / Mod Manager / Mods Config / Mods Folders
It is really a pain right now to switch between campaigns if they use wildly different mods. Instead, it's almost easier to just create side-by-side installations of the entire game. As a result, I've decided to start working on some scripts to maintain farms of bind-mounts on my linux system that e...
- Sat Sep 10, 2016 8:45 am
- Forum: Combinator Creations
- Topic: Simple hysteresis with two combinators
- Replies: 12
- Views: 31346
Re: Simple hysteresis with two combinators
Pretty sweet idea, thanks for sharing!
- Tue Aug 30, 2016 3:50 am
- Forum: Ideas and Suggestions
- Topic: Minor nit: lost mining progress of partially mined items
- Replies: 4
- Views: 1367
Minor nit: lost mining progress of partially mined items
When manually disappearing a small forest, I tend to be right at my tolerance-limit for annoyances; one thing that absolutely puts me over it is when, while holding down the right mouse button so I can mine a tree, I accidentally momentarily hover over a tree I don't want to mine, my character takes...
- Mon Aug 29, 2016 11:12 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 205005
Re: Fluid mechanics
Obviously, they also get updated base on their built "order." This does not change anything that I said regarding how entities are updated when it has a fluidbox. If an entity has a fluidbox, then its fluidbox will always be updated north and west then south and east. That's the flow prio...
- Mon Aug 29, 2016 10:50 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 205005
Re: Fluid mechanics
There must be some way to exploit this for fun and profit. I can't think of any, yet, but I am now convinced this is important :) Kind of like, when you do your experiment and light from a moving object appears to be going at the same speed as light from a stationary object -- we must be missing som...
- Mon Aug 29, 2016 10:46 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 205005
Re: Fluid mechanics
This is expected if not well-known. Entities in a chunk are updated north and west then south and east. Thus fluid flowing south to north or east to west will be slower and such pipe will have less throughput. Nope, fluid flowing depends only on build order, north/west/east/south direction is not i...
- Mon Aug 29, 2016 6:02 pm
- Forum: Ideas and Suggestions
- Topic: Convenience: replace-rotating belts without picking up items
- Replies: 4
- Views: 1861
- Sun Aug 28, 2016 3:55 am
- Forum: Not a bug
- Topic: [13.19] Trains take an extra lap through the roundabout
- Replies: 4
- Views: 1913
Re: [13.19] Trains take an extra lap through the roundabout
90% certain that this isn't a bug - the problem is that some of the curves aren't actually continuous. See the picture below: http://i.imgur.com/WqrkFiP.jpg Two similar curved rails, taken from such a circle (this would be the lower-right right angle turning). While they seem to connect at first gl...
- Sun Aug 28, 2016 1:26 am
- Forum: General discussion
- Topic: Quad-pumped!?
- Replies: 4
- Views: 1973
Re: Quad-pumped!?
I believe that emulating phase-modulated signals using the superposition principle on individual signals that work on a clock instead would still be easier to implement and easier to handle than trying to implement low/high-power situations on purpose to artificially slow down a combinator. You can...
- Sat Aug 27, 2016 9:13 am
- Forum: Gameplay Help
- Topic: Why is the water level low?
- Replies: 17
- Views: 9443
Re: Why is the water level low?
If you use straight yellow belts then the burner inserters can't possibly run out of fuel. Use burner inserters. They are right and you are wrong, I'm afraid. I only accepted this as a non-bug, myself, a week or two ago, after discussing it with some smart folks here at the forums. Simply stated, i...
- Sat Aug 27, 2016 8:50 am
- Forum: Ideas and Suggestions
- Topic: Give combinators the highest priority energy consumption
- Replies: 13
- Views: 3841
Re: Give combinators the highest priority energy consumption
How about burner combinators that require a coal signal?