Search found 21 matches

by svalorzen
Fri Jun 07, 2024 11:08 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 62244

Re: Friday Facts #414 - Spoils of Agriculture

Extremely cool! It really does sound like a different but very interesting mechanic to optimize against. Can't wait until release!
by svalorzen
Fri May 24, 2024 12:22 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 62
Views: 13282

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

I do wonder what's going to happen when you cross a railway in a car and there's a train coming. You'll think you can make it, but the car actually gets run over by the train? Doesn't sound like a lot of fun :(
by svalorzen
Fri May 10, 2024 11:44 am
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 112
Views: 24841

Re: Friday Facts #410 - Rocket turret & Target priorities

I like the rocket turret, but when it is launching rockets it doesn't look as impressive as I expected. Could you add a puff of smoke to represent the backblast? In the space platform video it looks like the launch tubes are open in the back so it is strange there is no smoke/flames coming from the...
by svalorzen
Fri Apr 05, 2024 11:19 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 27571

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Perhaps you could still add the option that if one clicks on a specific item (or member), the minimap will add icons of where that item is stored/located? So you can re-add the functionality of showing where things are, but it is less obtrusive as you do not need all the different minimaps, and you ...
by svalorzen
Fri Mar 15, 2024 12:34 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 36229

Re: Friday Facts #402 - Lightspeed circuits

These are the posts I love reading about the most!
by svalorzen
Sat Dec 16, 2023 2:51 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 153
Views: 37203

Re: Friday Facts #389 - Train control improvements

If you want the trains to have different behavior based on which train they are, isn't it natural that you would need different schedules for them? Unless you had the stop read the train ID and decide whether to activate the interrupt based on that. Each version could still be a train group applied...
by svalorzen
Fri Dec 15, 2023 9:08 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 153
Views: 37203

Re: Friday Facts #389 - Train control improvements

Interrupts are evaluated when ready to leave a station. It's been suggested that signals from that station are still available at that time. If that is the case, you could simply set the B signal to 1 for stations in the base, and add B=1 to the conditions of the refueling interrupt. What this make...
by svalorzen
Fri Dec 15, 2023 1:25 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 153
Views: 37203

Re: Friday Facts #389 - Train control improvements

Very cool! Something not mentioned that I think would really be an additional improvement on top of interrupts would be the ability to temporarily disable interrupts, or fully disable interrupts and only check them at specific points in a schedule. For example, if you know that the refueling station...
by svalorzen
Fri Oct 13, 2023 11:40 am
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 44260

Re: Friday Facts #380 - Remote view

The new ghosts are really really great, and I really love the shimmering effect! Really helps sell the hologram "not truly here yet" feeling. I wonder if the tint for "accepted job" ghosts could be different instead of simply lighter; I have to admit that unless the same patch ha...
by svalorzen
Fri Oct 06, 2023 11:23 am
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 37717

Re: Friday Facts #379 - Abstract rewiring

This post is amazing, but it made me realize that the shadows of the cables actually go on top of the sprites whether it makes sense or not, and it makes me sad now. I had never noticed it before!!
by svalorzen
Fri Sep 22, 2023 11:29 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 69759

Re: Friday Facts #377 - New new rails

This looks wonderful! I'm wondering, is signaling even possible in the last image?
by svalorzen
Fri Sep 15, 2023 12:37 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 83606

Re: Friday Facts #376 - Research and Technology

Given the videos, it seems the recycler can output items of a higher quality than the input. If so, I'm not a huge fan of this idea. Conceptually, it'd make much more sense if a quality-enhanced recycler could improve the chance of extracting high-quality modules from high-quality items, without gen...
by svalorzen
Fri Nov 13, 2020 12:37 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 108965

Re: Friday Facts #363 - 1.1 is getting close

Also love the nighttime lighting!

However, it seems weird to me that the bolts of lightning from the batteries don't emit light anymore (arcs are usually *very* bright). Would it be possible to add some bluish light there?
by svalorzen
Fri May 24, 2019 11:02 am
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 31031

Re: Friday Facts #296 - All kinds of bugs

A thing I tend to do for these cases, when the code is supposed to be very performant, is just add a ton of asserts. Then the game crashes the same, but when you debug the problem you can get much closer to the source by starting to look from the first failed assert rather than the last thing which ...
by svalorzen
Sat May 19, 2018 10:24 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 67042

Re: Friday Facts #243 - New GUI tileset

Really love the new GUI, but I've always wondered whether a more rusty background would be more in theme with the rest of the game. Smooth matte grey doesn't really fit the rest of the game. Would still using grey, but with a rusty iron texture maybe work better? Have you given a though to something...
by svalorzen
Fri Jan 12, 2018 10:43 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 400017

Re: Friday Facts #224 - Bots versus belts

I come back to the factorio forums after 6 months absence and it's the same old debate of bots v belts :P Logistic bots are fun, belts are fun, trains are fun.. so what's the problem? Everyone's having fun :D bots are replacing belts - so we habe to look what´s more fun. The most repeated quote fro...
by svalorzen
Thu Jan 11, 2018 1:57 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 400017

Re: Friday Facts #224 - Bots versus belts

Myself I never use bots. But would it not be more interesting if bots where constraint to one robotport and its own network. You would be able to determine the size of the network manually with the maximum decided by technology. Why would it? You just admit that you never use bots. So why are you a...
by svalorzen
Thu Jan 11, 2018 1:39 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 400017

Re: Friday Facts #224 - Bots versus belts

I am I the only one that think this whole argument is pointless? This is a sandbox-type game,sandbox games are about giving the FREEDOM to the player to decide whatever HE WANTS. I don't care if bots are overpowered or not,you shouldn't ever considering taking away the CHOICE from the players, ever...
by svalorzen
Wed Jan 10, 2018 6:18 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 400017

Re: Friday Facts #224 - Bots versus belts

I haven't read the whole thread, but here's my 2 cents on the Bots vs Belts question: I too am one of the people that thinks that bots are way too powerful to be fun. At the same time, I think the concept of bots really helps towards the endgame, where creating a belt-only solution for some recipes ...
by svalorzen
Sat Apr 29, 2017 10:36 am
Forum: Resolved Problems and Bugs
Topic: [0.14.23] Desync placing blueprint with roboport
Replies: 21
Views: 7682

Re: [0.14.23] Desync placing blueprint with roboport

Same thing happened here, desyncs every time.

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