Search found 34 matches

by Teraka
Fri Feb 28, 2020 10:07 am
Forum: News
Topic: Friday Facts #336 - Offshore pump redesign
Replies: 51
Views: 21609

Re: Friday Facts #336 - Offshore pump redesign

Looks fantastic! However, I'm a bit concerned that it might be confusing, especially for new players, when the offshore pump and regular pump look almost identical but one requires electricity and the other doesn't.
by Teraka
Thu Aug 08, 2019 9:59 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: The Beehive - 1.35kspm Megabase with 1-1 Trains
Replies: 2
Views: 3283

Re: The Beehive - 1.35kspm Megabase with 1-1 Trains

Yeah the Beehive name is a mix of the cell shape, train size and the way the trains zip around randomly (they repath a lot when travelling due to the way the base is designed). I actually posted another video later showing a full view of the base where you can really see why it has this name. https:...
by Teraka
Sun Aug 04, 2019 3:05 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: The Beehive - 1.35kspm Megabase with 1-1 Trains
Replies: 2
Views: 3283

The Beehive - 1.35kspm Megabase with 1-1 Trains

https://www.youtube.com/watch?v=hWOZiN1kaAc Savefile download: https://www.dropbox.com/s/64o26w7ddc2k10a/Beehive.zip?dl=0 A few things I didn't mention in the video: When not recording, on my mid-range computer the base runs between 45 and 55 UPS. This design is definitely not the most UPS-friendly...
by Teraka
Wed Apr 03, 2019 1:31 pm
Forum: Ideas and Suggestions
Topic: Optimize idle circuit networks
Replies: 2
Views: 1120

Re: Optimize idle circuit networks

As I said, I expect this to be a low-priority fix at best. However, it can impact actual bases in some cases. My WIP megabase uses lamps to show incoming trains, with a total of over 9k lamps so far in the network. Even when the factory is running, the lamps alone use up more than 1/3rd of my update...
by Teraka
Wed Apr 03, 2019 1:15 pm
Forum: Ideas and Suggestions
Topic: Optimize idle circuit networks
Replies: 2
Views: 1120

Optimize idle circuit networks

When an entity is connected to the circuit network, it checks for the network's state every tick. This is fine for smaller combinator builds, but starts being a big UPS drain when connecting lots of entities to networks, especially with lamps displays and similar designs. In a lot of situations, tho...
by Teraka
Wed Apr 03, 2019 7:41 am
Forum: Ideas and Suggestions
Topic: Count rich text icons as one (or a few) characters for train stops
Replies: 3
Views: 1409

Count rich text icons as one (or a few) characters for train stops

Train stop names are currently limited to 106 100 characters, which is fine most of the time, except that it gets very restrictive when you start using icons instead since [item=automation-science-pack] counts as 30 characters instead of 1 symbol. https://i.imgur.com/19S6Ohw.png Given how specific 1...
by Teraka
Sun Mar 24, 2019 12:33 pm
Forum: Not a bug
Topic: [0.17.17] Rich text icons aren't considered the same as their shortcuts
Replies: 1
Views: 805

[0.17.17] Rich text icons aren't considered the same as their shortcuts

When a train station name contains a rich text item icon, the game doesn't recognize [img=item.iron-plate] and [item=iron-plate] to be the same thing. It makes sense internally, but can be very confusing as the end result is the same visually. https://i.imgur.com/enXfUZd.png https://i.imgur.com/yE0S...
by Teraka
Sat Mar 02, 2019 1:37 pm
Forum: Ideas and Suggestions
Topic: [0.17.4] Curved rail hitboxes should be fixed
Replies: 1
Views: 801

[0.17.4] Curved rail hitboxes should be fixed

Image

Left is what the hitbox currently allows, right is what it probably should allow.

Some of those changes are maybe too much, but some of the tiles are definitely overlapping way too much with the rails to look right.
by Teraka
Sat Mar 02, 2019 9:41 am
Forum: Minor issues
Topic: [kovarex] [0.17.4] Train visualization is off after curves
Replies: 3
Views: 1214

[kovarex] [0.17.4] Train visualization is off after curves

https://i.imgur.com/h63d5E4.png The train visualization in this screenshot indicates that only a 1-length train will fit behind the signal on the bottom rail, but as you can see in the screenshot, a 2-length train does fit without tripping the previous signal (bottom left). The train has reached th...
by Teraka
Thu Feb 28, 2019 3:41 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.3] Train leaves disabled station
Replies: 30
Views: 15633

Re: [kovarex] [0.17.2] Trains sometimes leave a station instantly without conditions being met

No, the bug is linked directly to stations enabling/disabling. Here's a blueprint that reproduces it reliably: 0eNrNmt9uozgUxl9l5WsYYf4TaV9gpb2avVuNEAEntZaYyJjMRlXffW2gSZqcTH0suuKmbWr42T4+34djzivZtgM7Si4U2bwSXneiJ5u/X0nP96Jqzf/U+cjIhnDFDsQjojqYT7LiLXnzCBcN+5ds6NsPjzChuOJsun/8cC7FcNgyqS+43FkP8sQafwR4...
by Teraka
Tue Feb 26, 2019 6:34 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.3] Train leaves disabled station
Replies: 30
Views: 15633

[kovarex] [0.17.3] Train leaves disabled station

Here is a gif of the bug in action: https://giant.gfycat.com/UncomfortableMistyInsect.webm As you can see, those trains are all partially filled, set to leave the station when completely full, and yet they're leaving as soon as they touch down on the station (the gif doesn't show it, but those train...
by Teraka
Tue Sep 25, 2018 4:23 pm
Forum: Ideas and Suggestions
Topic: Seperate train plans from trains
Replies: 11
Views: 3819

Re: Seperate train plans from trains

Bumping. This would be extremely useful for any save with a heavy train network. It's not just the ability to quickly set up 5 or 10 trains with the same schedule, it's also the ability to change all their schedules in one go without having to track them down if you want to tweak or re-task them. Yo...
by Teraka
Sat Sep 22, 2018 10:48 pm
Forum: Outdated/Not implemented
Topic: Set chain signals to red via circuit network
Replies: 95
Views: 26908

Disabling chain signals through circuit network

We can already disable rail signals through conditions on the circuit network, but we can only read from chain signals. I don't see why we aren't already able to disable chain signals as well, and there's a number of situations where you would want to disable a signal but aren't able to change it to...
by Teraka
Tue Aug 14, 2018 12:43 pm
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 13589

Indicate direction on rail block lines.

Almost every day we see people having trouble with setting up their first rail system, and a good half of the time it's because a rail they wanted to use as 2-way was actually 1-way. I think it might be very practical and helpful to have the colored lines that indicate rail blocks not only show bloc...
by Teraka
Sun Jul 15, 2018 11:18 am
Forum: Ideas and Suggestions
Topic: New combinator symbols: Each[Green] and Each[Red]
Replies: 0
Views: 805

New combinator symbols: Each[Green] and Each[Red]

As you may have guessed, Each[Green] would be similar to the Each symbol, but only use the signals coming from the green wire, and the same thing for Each[Red]. This would allow to treat a lot of signals at the same time for different purposes, for example scaling different signals by different amou...
by Teraka
Fri Jul 06, 2018 3:55 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 55069

Re: Friday Facts #250 - Dead end conclusion

While we're at it, could blueprint books have their own icons rather than use the icons of the currently selected blueprint? I find that often my blueprints will have a lot of icons detailing what's in them, making the books hard to recognize at a glance since I never know which blueprint is selecte...
by Teraka
Fri May 25, 2018 10:31 pm
Forum: Ideas and Suggestions
Topic: The roboport sprite should be moved almost a full tile up
Replies: 4
Views: 1775

The roboport sprite should be moved almost a full tile up

Image

Seriously, it's way off-center and it's messing with my aesthetics.
by Teraka
Wed May 16, 2018 9:11 am
Forum: Not a bug
Topic: Signals can be made illegal by placing down tracks
Replies: 1
Views: 889

Signals can be made illegal by placing down tracks

https://i.imgur.com/BlYyxZT.jpg https://i.imgur.com/yjguqgK.jpg As seen in the screenshots, tracks can be placed in such a way that existing legal signals become illegal placements. While not technically a bug, this is a weird edge case that can trip up new players and doesn't really need to exist....
by Teraka
Sun Apr 29, 2018 7:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.38] Direction-dependant inserter inconsistency
Replies: 6
Views: 6659

[0.16.38] Direction-dependant inserter inconsistency

https://giant.gfycat.com/GracefulUnconsciousElephant.webm Inserters are inserting their items off to one side, which doesn't matter when using belts but does dramatically change their inserting rate onto splitters. You can see north/south inserters inserting onto the west side, and east/west insert...

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