Search found 550 matches

by Jon8RFC
Thu Sep 14, 2023 5:10 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 714
Views: 69807

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. Hilariously, ...
by Jon8RFC
Sat Sep 09, 2023 2:46 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 714
Views: 69807

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 player...
by Jon8RFC
Sat Sep 09, 2023 2:23 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 714
Views: 69807

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 sp...
by Jon8RFC
Fri Aug 25, 2023 12:06 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 257
Views: 42198

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 wel...
by Jon8RFC
Fri Aug 25, 2023 11:45 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 257
Views: 42198

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: 29
Views: 6519

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: 709

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 a...
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: 709

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/HuNya27pLWpKiVPAZNzZs6cmSFnVLcjD...
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: 709

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: 709

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: 709

[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: ht...
by Jon8RFC
Mon May 15, 2023 4:46 am
Forum: Assigned
Topic: [Klonan] [1.1.57] Storage chest information pushed off screen by logistics storage
Replies: 6
Views: 1734

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: 3147

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

Thanks for the explanation. It's always interesting stuff to read!
by Jon8RFC
Fri Sep 23, 2022 8:09 pm
Forum: News
Topic: Friday Facts #370 - The journey to Nintendo Switch
Replies: 73
Views: 20579

Re: Friday Facts #370 - The journey to Nintendo Switch

When I play Minecraft with friends we don't usually have someone host the game to lan or wpn through the client, we instead run a dedicated server on a separate computer. (We play with the Java edition.) This is so that anyone can quit the game early and the others would not be affected, since the ...
by Jon8RFC
Fri Sep 23, 2022 4:00 pm
Forum: News
Topic: Friday Facts #370 - The journey to Nintendo Switch
Replies: 73
Views: 20579

Re: Friday Facts #370 - The journey to Nintendo Switch

Thanks for sharing all of that, and the timeline of events! What about hosting some switch games, like you announced multiplayer games, to try and iron out some last-minute desyncs/crashes/whatever? Host some games on your switch so it'll create desync reports, have some other Wube players join as w...
by Jon8RFC
Thu Sep 22, 2022 10:07 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.69] Crash when fueled spidertron changes surfaces with active logistics delivery
Replies: 3
Views: 820

Re: [1.1.69] Crash when fueled spidertron changes surfaces with active logistics delivery

Thanks for the report. I saw these crash logs in the automatic crash reports and fixed it yesterday. The fix will be out in the next 1.1 release. I know it's probably too short of notice, but I was just texting a friend about certain things I appreciate about Factorio and its development and it mad...
by Jon8RFC
Sun Sep 18, 2022 8:43 pm
Forum: Not a bug
Topic: Offshore Pump + Landfill + Player = Death
Replies: 6
Views: 1303

Re: Offshore Pump + Landfill + Player = Death

Too bad, I was hoping this report would be one of those "Thanks for the report, it's fixed. It turns out that this really rare and interesting thing happens because..."
by Jon8RFC
Wed Sep 14, 2022 4:01 pm
Forum: Ideas and Suggestions
Topic: Make the windows start tile scale to the tile size
Replies: 3
Views: 950

Re: Make the windows start tile scale to the tile size

With 1.2, please make this very simple update.

It would look so much more "with the times", and just plain look a lot better.
by Jon8RFC
Tue Sep 06, 2022 1:13 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.68] "No threads to run the job" when setting render threads to 1
Replies: 1
Views: 1552

[1.1.68] "No threads to run the job" when setting render threads to 1

I was going to experiment more with the threads performance I noticed before and found "no threads to run the job" and encountered a crash when setting it to 1 thread. It only occurs if you load the game with 2 or more threads, then set it to 1. If you load the game with 1, set it to anyth...

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