Search found 556 matches

by Jon8RFC
Thu Feb 06, 2025 10:23 am
Forum: Gameplay Help
Topic: How to enable "last user" on chests?
Replies: 0
Views: 173

How to enable "last user" on chests?

In multiplayer, it's good to know who the "last user" was for things, which I imagine is why that information exists.

How can I have it always display the last user on storage chests, since it doesn't always exist (it's sometimes there, but not always)?
I see it always there for other things in the ...
by Jon8RFC
Thu Feb 06, 2025 9:55 am
Forum: Duplicates
Topic: [2.0.32] Remote View platform display not fully updating
Replies: 1
Views: 141

[2.0.32] Remote View platform display not fully updating

When in view, if a platform stops at a planet or begins moving to another planet, the encircled part isn't updated correctly:
factorio_remote_view_platform.png

This occurs when viewing while either traveling or at a stop, then the platform either stops or begins traveling.

A "change in direction ...
by Jon8RFC
Tue Oct 29, 2024 11:33 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.11][SA] Browse public games radio buttons dysfunctional
Replies: 1
Views: 1147

[Rseding91] [2.0.11][SA] Browse public games radio buttons dysfunctional


Go to "multiplayer">"browse public games"
Leave all filtering radio buttons set to "any"
Change "is dedicated server" to "yes" or "no"
Click "back"
Go to "browse public games" again
See that "is favourited" has changed, commensurate with "is dedicated server"


I'm curious--is this just a ...
by Jon8RFC
Fri Nov 10, 2023 10:56 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 99135

Re: Friday Facts #384 - Combinators 2.0

Great changes!

I'd love to see:

Expanded into a single wire which carries all signals, for simplicity, since input selection now exists. An intertwined wire?

More signal networks with that single wire and being able to choose the network.

Just being able to manually number a network. Wow, that ...
by Jon8RFC
Sat Sep 23, 2023 11:47 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 229
Views: 83883

Re: Friday Facts #377 - New new rails



..........
It doesn't split to 5, it splits to 2, then 3, then 2 again.


Ok, so you're splitting hairs. Fine. But does that make it any easier to manually drive a train through that junction? No.


I wonder if up/down could remain the same as forward/reverse, but when coming to any split rail ...
by Jon8RFC
Sat Sep 23, 2023 2:12 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 229
Views: 83883

Re: Friday Facts #377 - New new rails

gGeorg wrote: Fri Sep 22, 2023 12:40 pm What about add 2nd level of the map, underground. So we get tunnels ?
And of course, sneaky bugs could dig in to our base.
Fun idea! And the only way to keep them out is with concrete on the ground, a la Command & Conquer Tiberian Sun.
by Jon8RFC
Thu Sep 14, 2023 5:10 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 258683

Re: Friday Facts #375 - Quality


I like the idea in principle, but the randomness of the quality seems contradictory to the nature of engineering. IRL, Nobody would tolerate building a car, which randomly attains the desired quality, and subsequently recycling multiple runs of it until it comes out perfect by chance ...
by Jon8RFC
Sat Sep 09, 2023 2:46 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 258683

Re: Friday Facts #375 - Quality


Maybe if machine produced something for a really long time it could start producing higher quality products instead? For example after 10000 solar panels produced in single assembler its quality tier would go up. Maybe progress for this should be also logarithmic with some additional minimal ...
by Jon8RFC
Sat Sep 09, 2023 2:23 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 258683

Re: Friday Facts #375 - Quality

More factorio-like names would be good. Epic, legendary and the colors feel cookie-cutter. They kind of devalue the respectability of the game--the intuitive controls, the code that is frequently bugfixed, the attention to detail, the developers integrated with the player base, the enjoyment that ...
by Jon8RFC
Fri Aug 25, 2023 12:06 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 122180

Re: Friday Facts #373 - Factorio: Space Age

Oh, also, since fff will be coming back, don't forget that data of engine improvements are always appreciated and enjoyed.

Rseding91, looking at you for some "I found XYZ could be sped up by 1.5x, but that also meant it automatically made ABC 2x faster, which meant DEF could be rewritten as well ...
by Jon8RFC
Fri Aug 25, 2023 11:45 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 122180

Re: Friday Facts #373 - Factorio: Space Age

Those flames from the engines look AWESOME. Give that person a raise!
by Jon8RFC
Sat Jun 03, 2023 9:04 am
Forum: Technical Help
Topic: Run from ramdisk
Replies: 30
Views: 11189

Re: Run from ramdisk

I used amd's free software for a 4gig ramdisk on Win10 a few weeks ago. I made a symlink for the factorio temp directory. It saved the download to ramdisk, I connected to the server, and played, all without a hitch.

http://www.radeonramdisk.com/software_downloads.php
by Jon8RFC
Mon May 22, 2023 10:03 am
Forum: Not a bug
Topic: [1.1.80] Inserter is idle, but fluctuating between "working"
Replies: 6
Views: 1924

Re: [1.1.80] Inserter is idle, but fluctuating between "working"

Flickers "working" pulling from a wire chest, too, on the top left assembling machine for 3 or 4 ticks on the return swing, before coming to a stop. I don't think it's consistent (it was after every 8th 180degree rotation at one point before I tinkered with it, but maybe that was another assembling ...
by Jon8RFC
Thu May 18, 2023 1:36 pm
Forum: Not a bug
Topic: [1.1.80] Inserter is idle, but fluctuating between "working"
Replies: 6
Views: 1924

Re: [1.1.80] Inserter is idle, but fluctuating between "working"

Here's a good blueprint, possibly with more info to look into.

The iron inserters flicker after every other run (don't flicker when there's excess iron).
The wire inserters flicker after every run (there's never excess wire).

0eNrNV9uOmzAQ/Rc/wwqba/iVKkLGTLJWwSDbVJtG ...
by Jon8RFC
Thu May 18, 2023 11:29 am
Forum: Not a bug
Topic: [1.1.80] Inserter is idle, but fluctuating between "working"
Replies: 6
Views: 1924

Re: [1.1.80] Inserter is idle, but fluctuating between "working"

Well, it seems like it's mostly unrelated to belts, and is a mathematical/computation problem of the assembling machine, instead.

It seems complicated, to me, because I can't perfectly narrow it down without being able to see data in plain-English that I want to see (like the formulas and variables ...
by Jon8RFC
Tue May 16, 2023 4:42 pm
Forum: Not a bug
Topic: [1.1.80] Inserter is idle, but fluctuating between "working"
Replies: 6
Views: 1924

Re: [1.1.80] Inserter is idle, but fluctuating between "working"

Ahh, I gotcha.

Explaining all of that, especially the sleep/wake and merging of other belts, is interesting and really helpful to better understand the mechanics. Thanks!
by Jon8RFC
Tue May 16, 2023 1:53 pm
Forum: Not a bug
Topic: [1.1.80] Inserter is idle, but fluctuating between "working"
Replies: 6
Views: 1924

[1.1.80] Inserter is idle, but fluctuating between "working"

I'm not sure if this is just a UI anomaly or a potential performance issue to be improved, so I'm asking here instead of posting in bugs yet.

Is this behavior to be expected, and I've just never noticed it?
At normal speed, it flickers very fast.

Ran the game at 0.05 speed so that it can be seen ...
by Jon8RFC
Mon May 15, 2023 4:46 am
Forum: Won't fix.
Topic: [Klonan] [1.1.57] Storage chest information pushed off screen by logistics storage
Replies: 7
Views: 3447

Re: [1.1.57] Storage chest information pushed off screen by logistics storage

Bump.

Is there any chance of reconsideration for this problem?

Again, I'm not stating the obvious of "there are 400 logistics items pushed off screen, please show them".
I'm asking for the relevant information to merely be reordered so that it's visible.
by Jon8RFC
Sun Nov 20, 2022 6:45 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
Replies: 12
Views: 6115

Re: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation

Thanks for the explanation. It's always interesting stuff to read!

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