Search found 201 matches

by ThaPear
Mon Jan 14, 2019 10:04 pm
Forum: Ideas and Suggestions
Topic: Towing vehicle
Replies: 4
Views: 205

Re: Towing vehicle

I agree that the car trunk capacity is very large, maybe unreasonably so. Maybe the new wagons could work the same as train wagons, they can automatically connect to a car or tank. The only issue may be automaticallly disconnecting them, as the only way to similarly remove wagons is to mine them. Y...
by ThaPear
Mon Jan 14, 2019 2:45 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11536

Re: Friday Facts #276 - Belt item spacing & Script rendering

It can only read separate sides when both sides hold a different item.
by ThaPear
Thu Jan 10, 2019 4:50 pm
Forum: Off topic
Topic: I've been looking for the next Factorio or Kerbal
Replies: 7
Views: 449

Re: I've been looking for the next Factorio or Kerbal

If you like building a rail network, you can try OpenTTD. It's free and has entertained me for many hours.
by ThaPear
Thu Jan 10, 2019 4:47 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 9
Views: 131

Re: Dynamic train schedule

A conditional skip isn't very complex, even if you haven't played OpenTTD. Consider this very simple example (which doubles as use case), where I've omitted the wait conditions for brevity: 1. Goto "Ore Pickup 1" 2. If Ore >= 2000 jump to 6 3. Goto "Ore Pickup 2" 4. If Ore >= 2000 jump to 6 5. Goto ...
by ThaPear
Sat Jan 05, 2019 1:22 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11536

Re: Friday Facts #276 - Belt item spacing & Script rendering

Another throughput measurement setup. (Read-mode) Outputs 0 if it has full throughput, negative if it's starving, positive if it's saturated. The feedback loop empties due to the splitter priorities. This setup only works properly due to the changes in 0.17. 0eNrNls1uozAQx99lzrDCtGkSbn2OVYUMTMpIYCPb...
by ThaPear
Fri Jan 04, 2019 5:36 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11536

Re: Friday Facts #276 - Belt item spacing & Script rendering

As someone who is heavily using circuits I also see nearly no benefit of getting a constant amount of items per belt piece on fully compressed belts - how would that help with anything? Trying to detect full throughput with read mode is now completely impossible, since you will never notice stutter...
by ThaPear
Fri Jan 04, 2019 5:27 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11536

Re: Friday Facts #276 - Belt item spacing & Script rendering

As the smelting recipe change, I am proposing the following: - Iron plate, copper plate, stone brick: 3.2 - Steel: 16 That would mean exactly 48 stone furnaces per yellow belt, which is the number that people already build, but some of the last ones flicker with inactivity in 0.16, now all of them ...
by ThaPear
Fri Dec 28, 2018 11:58 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 456
Views: 20964

Re: Friday Facts #275 - 0.17 Science changes

Putting both forms of personal roboport behind yellow science will make railworlds (which I exclusively play) a pain to play. As Filias said, building rail networks by hand is not fun at all. I found the bad roboports you'd get using blue science a good first step to at least start using blueprints ...
by ThaPear
Sat Oct 27, 2018 5:15 pm
Forum: Ideas and Suggestions
Topic: Normalize crafting time tooltips (New Player Experience)
Replies: 11
Views: 764

Re: Normalize crafting time tooltips (New Player Experience)

The crafting machines should definitely be normalized. It makes no sense for the only machine that is able to craft a certain recipe to have a crafting speed other than 1.0. Regarding assembly machines: 1/3 or 2/3 fractions is not a nice thing to calculate with, so I'd be in favor of normalizing to ...
by ThaPear
Mon Mar 05, 2018 6:20 pm
Forum: Releases
Topic: Version 0.16.28
Replies: 31
Views: 13200

Re: Version 0.16.28

More fixes, nice!
by ThaPear
Fri Mar 02, 2018 10:24 pm
Forum: News
Topic: Friday Facts #232 - PAX, Bugs, Graphs
Replies: 49
Views: 7426

Re: Friday Facts #232 - PAX, Bugs, Graphs

Impressive decline in crashes.
by ThaPear
Tue Feb 20, 2018 3:32 pm
Forum: Ideas and Suggestions
Topic: Deconstruction Book
Replies: 14
Views: 1010

Re: Deconstruction Book

+1
by ThaPear
Mon Feb 19, 2018 4:58 pm
Forum: Ideas and Suggestions
Topic: Invert car backup keys
Replies: 5
Views: 398

Re: Invert car backup keys

I agree with this, I also often feel the car controls are counter intuitive.
by ThaPear
Thu Feb 15, 2018 8:49 pm
Forum: Ideas and Suggestions
Topic: add height to the map
Replies: 3
Views: 198

Re: add height to the map

It looks like this would just be complexity for complexity's sake, I do not see how adding this would improve gameplay.
This requires deep changes in the engine, which would take a significant amount of time. I think this time could be better spent elsewhere.
by ThaPear
Tue Dec 19, 2017 2:43 pm
Forum: General discussion
Topic: Update using too much bandwidth
Replies: 6
Views: 828

Re: Update using too much bandwidth

The problem is that the updater does a sequential update. Like this: 16.1 -> 16.2 -> 16.3 -> 16.4 -> 16.5 -> 16.6 Better would be if it would do a direct: 16.1 -> 16.6 update. The issue with this is that there would have to be an update process for every version to update from that specific version...
by ThaPear
Sun Dec 17, 2017 1:46 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 23229

Re: [16.0] Sideloading works completely different now

I just don't understand how these changes could have been intentional in the raw logic of things. They are not. Developers have done a ton of belt performance optimizations in 0.16, and this is just an unwanted byproduct. Be patient! This is not exactly true. Friday Facts #221 tells us that they be...
by ThaPear
Fri Dec 15, 2017 5:16 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 23229

Re: [0.16.0] Sideloading works compeltely different now

tzwaan wrote:Here are two workarounds for those still wanting to sideload yellow belts onto red ones that I know of:
image
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The issue with this workaround is that it's exactly the same as it used to be for corners, and they fixed that.
I would be inconsistent if they didn't fix this.
by ThaPear
Thu Dec 14, 2017 4:50 pm
Forum: General discussion
Topic: We can not dig out landfill
Replies: 24
Views: 4325

Re: We can not dig out landfill

doktorstick wrote:My mode of operations is...

* Make save;
* Do landfill and have my mouse jiggle and mess up;
* Reload save;
* Do landfill and have it come out perfect; and
* Make save.

:P
This used to be my method as well, until I found out there's a mod called Waterfill.
by ThaPear
Thu Dec 14, 2017 4:39 pm
Forum: Ideas and Suggestions
Topic: Post 0.16 belt compression
Replies: 20
Views: 3898

Re: Post 0.16 belt compression

I agree, I already noticed some throughput issues in my factory. I use sideloading and underground belt compression quite a bit and feel that they allow for more efficient (and fun) designs.
by ThaPear
Wed Dec 06, 2017 6:47 pm
Forum: Off topic
Topic: Random Word Association Game
Replies: 468
Views: 70176

Re: Random Word Association Game

Endangered

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