Search found 37 matches

by Ext3h
Fri Jun 07, 2019 7:13 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 9673

Re: Friday Facts #298 - Demo upgrade for Stable

All the loader mods which actually use the loader entity haven't bypassed anything. They inherit everything from the basic loader prototype that was abandoned over a year ago but oddly made it into the campaign. There is one exception with a mod which presents the player with a thing which looks li...
by Ext3h
Fri Jun 07, 2019 6:30 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 9673

Re: Friday Facts #298 - Demo upgrade for Stable

This breaks a fundamental rule that was decided back in FFF-128 when Loaders were being considered. This rule is that there is only one way to move items between structures, by using Inserters. Even though the items were never actually transferred, and our intent was that the Loader consumes them, ...
by Ext3h
Fri Jun 07, 2019 5:49 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 15842

Re: Friday Facts #297 - New resource icons

Is there any specific plan to address the unstable Z order issues, which became even more prominent after increasing the belt density? As nice as it looks on a straight piece, in corners, or on tiles adjacent to corners, you quickly notice the order shifting. With now randomized variations, you are ...
by Ext3h
Fri May 17, 2019 7:04 am
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 1502

Re: Scale worker robot speed research

Balance bots vs belts (not a fair comparison btw., you would also need to consider the footprint required for 4MW of power production, and the fact that you can effectively interweave 3 blue + 2 (or 1?) red belts in just 2 tiles), and the cost effectiveness of the research are just two points to con...
by Ext3h
Sat May 11, 2019 9:14 am
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 1502

Re: Scale worker robot speed research

How much more throughput do you think logistics mots should have? Double? 500%? 20 000%? Just tell me what you think is a reasonable number and we can discuss that first. No point in discussing how to achieve it if we have no decided goal for how strong these throughput buffs should be. Aren't you ...
by Ext3h
Sun May 05, 2019 5:19 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 1502

Re: Scale worker robot speed research

At the beginning, one robot can fly 83.3s before needing a recharge. Every 1.5s, I can refill 4 logibots with a roboport, so during that 83.3s flight, one roboport can manage at most (83.3/1.5)x4 = 222 robots without them queuing for recharge. Now let's say I have infinite tech 5 (worker speed 10)....
by Ext3h
Sat May 04, 2019 10:56 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 1502

Re: Scale worker robot speed research

You say mega-factory and "hundreds" of bots in the same sentence. Are you sure you have a bot based mega-factory and not just something that is big compared to a starter base? Even with infinite bot speed 15 a tiny 1k RPM bot-based factory requires 2000 logistics bots and there's no trouble keeping...
by Ext3h
Sat May 04, 2019 6:13 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 1502

Re: Scale worker robot speed research

And you don't think that's a deliberate design choice to not buff the throughput of the strongest and easiest logistics option further? Wouldn't call it the easiest though. If you go mega-factory, I had to drop from worker robots back to belts several times, as the robots occasionally tend to just ...
by Ext3h
Sat May 04, 2019 2:48 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 1502

Scale worker robot speed research

So this is about the Worker robot speed endless research. In the current state, this research is close to useless for anything except optimizing delays on rare delivery events or keeping up with the players movement speed (up to hard limits, too). It doesn't work at all for increasing throughput in ...
by Ext3h
Sat Jun 11, 2016 11:24 am
Forum: News
Topic: Friday Facts #142 - Playtesting
Replies: 132
Views: 35241

Re: Friday Facts #142 - Playtesting

"Call a train" good idea. That's already possible, actually. Have a "personal" train parked somewhere, with next issued stop at a "Personal" train stop. Disassemble the stop, and the train will continue looking for it. When you need a train, just place a new stop, set the name to "Personal" and wai...
by Ext3h
Sun May 08, 2016 7:14 pm
Forum: Gameplay Help
Topic: Trains and optimal layouts
Replies: 12
Views: 17606

Re: Trains and optimal layouts

My setup: I have single header trains with one loc and 4 wagons (L-CCCC), and what I do is: I wonder why so many players mix LCC and LCCCC trains. Why not just extend the latter one to LCCCCL with both locomotives facing the same direction? Now both reach the same top speed and acceleration behavio...
by Ext3h
Sat May 07, 2016 9:45 pm
Forum: Gameplay Help
Topic: Trains and optimal layouts
Replies: 12
Views: 17606

Re: Trains and optimal layouts

At least for a double rail, high speed track, I actually found roundabouts working quite well: circle.png During peaks, I actually have 3 or 4 trains passing through it simultaneously, and not a single lock ever. It also signals far enough ahead to ensure that trains will at most have to slow down a...
by Ext3h
Tue May 03, 2016 1:05 pm
Forum: Pending
Topic: [0.12.30] [kovarex] Dead players in multiplayer savegames are dead for good
Replies: 2
Views: 411

Re: [0.12.30] [kovarex] Dead players in multiplayer savegames are dead for good

My fault, I checked back with the other user, and it wasn't a player, but the host wo was dead in the savegame. Even though I still don't know how that happened. It was an autosave, and the game was played in singleplayer at times. I think the savegame was from a singleplayer. It looks as if the aut...
by Ext3h
Sat Apr 30, 2016 8:56 pm
Forum: Pending
Topic: [0.12.30] [kovarex] Dead players in multiplayer savegames are dead for good
Replies: 2
Views: 411

[0.12.30] [kovarex] Dead players in multiplayer savegames are dead for good

Just as the title says.

If you load a saved multiplayer game in which a player is dead (meaning he was currently in the respawn timer when the savegame was created), the player will stay dead when reconnecting. Respectively, he won't get a character spawned and is stuck in observer mode.
by Ext3h
Sun Mar 20, 2016 1:31 pm
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 2587

Re: Modding - Transport belt building blocks

Another output option: add to inventory (or just some slots) To allow for loader like mechanics and to allow the mod to just check whether there is enough stuff in there and then remove the items and do its thing. Similarly: auto feeding an lane output from an inventory. I like that, a lot. Questio...
by Ext3h
Thu Mar 17, 2016 7:50 am
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 2587

Re: Modding - Transport belt building blocks

1x1, constant polling of adjacent belt feeds to check for items. The issue is it takes from the belt the instant the item is on the belt, which looks odd. Can handle full blue belt throughput too. Ah OK, so you are treating the neighboring belts as if they were part of your entity, with all the pos...
by Ext3h
Wed Mar 16, 2016 8:01 pm
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 2587

Re: Modding - Transport belt building blocks

The first proposed use of a belt splitter (NS to EW) is actually possible, and I've actually made one that functions. Size 1x1, or full 2x2/3x3 with entirely separate, full input and output belts? Yes, it's possible with the latter size, and massive polling. Actually, all of them are possible, if y...
by Ext3h
Wed Mar 16, 2016 12:53 pm
Forum: Ideas and Suggestions
Topic: Modding - Transport belt building blocks
Replies: 16
Views: 2587

Re: Modding - Transport belt building blocks

Ah, so you meant "The callback is only called once per item". And I assume you meant to say "Input", not "Output". Not the same as explicit removal though, an item being handled by lane-to-lane transfer later in the filter list would also be removed, just not explicitly. And that still means a call ...
by Ext3h
Wed Mar 16, 2016 12:38 pm
Forum: Resolved Problems and Bugs
Topic: [FORUM] All deep links from Google are dead
Replies: 5
Views: 512

Re: [FORUM] All deep links from Google are dead

Thanks, deep links are working again.

Now we've got to wait for Google to retry. Guess Google stopped crawling when it noticed a large number of 301s to the same location.
by Ext3h
Wed Mar 16, 2016 12:04 pm
Forum: Resolved Problems and Bugs
Topic: [FORUM] All deep links from Google are dead
Replies: 5
Views: 512

[FORUM] All deep links from Google are dead

Since https://forums.factorio.com/forum/[query] got moved/rewritten to https://forums.factorio.com/[query], essentially all links indexed by google are now pointing to https://forums.factorio.com/[query] instead, which only contains a static redirect to https://forums.factorio.com/, and the query is...

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