Search found 26 matches

by gustaphe
Tue Apr 21, 2020 4:13 pm
Forum: Ideas and Suggestions
Topic: "Enter" on main menu to continue game
Replies: 7
Views: 2033

Re: "Enter" on main menu to continue game

There's a command-line option so you don't even have to see the startup menu: --load-game FILE ...of course, that requires you to know the name of your file. If you tend to use new or incrementing names a lot when saving, you'd have to modify your shortcut frequently. https://wiki.factorio.com/Comm...
by gustaphe
Mon Apr 20, 2020 3:54 pm
Forum: Ideas and Suggestions
Topic: "Enter" on main menu to continue game
Replies: 7
Views: 2033

"Enter" on main menu to continue game

TL;DR Pressing the "enter" key on the main menu should run "Continue game". What ? I'm embarrassed to even suggest, because it's so minor, but it would be really good interaction design if pressing the enter key would do the same thing as pressing the large green button in the m...
by gustaphe
Sat Aug 24, 2019 5:10 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 110566

Re: Friday Facts #309 - Controversial opinions

The last one, yes! For the love of God. That is so very obviously a bug. On the inserters chasing, normal inserters could keep chasing, and fast inserters not. That way, the game is organic and visually pleasing for beginners and whoever chooses to RP, but people who want to build megabases can just...
by gustaphe
Fri Apr 19, 2019 8:12 pm
Forum: News
Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Replies: 40
Views: 20788

Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II

Am I stupid, what is the dotted high contrast plate? Just a color test item, or a spider-tron part?
by gustaphe
Sat Nov 03, 2018 10:42 am
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 47043

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Some types of constructions would definitely benefit, have you ever tried to pave a base using robots? If a robot could pick up 5 concrete and drop it like a bucket of paint that would alleviate quite a lot of pain. Belts (and rails?) are already considered continuous entities behind the scenes, I c...
by gustaphe
Fri Sep 14, 2018 4:13 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 114937

Re: Friday Facts #260 - New fluid system

Fluid dynamics is crazy complicated.
As much as I would love for Factorio to become a realistic power generation simulator with pressures, heat capacities and flow rates, maybe there just isn't a way to achieve that and still have a playable game.
by gustaphe
Sat Jun 16, 2018 6:48 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 61613

Re: Friday Facts #247 - Pricing and its exploits

My takehome:
21 people returned Factorio?! Who are these idiots?
by gustaphe
Wed Apr 25, 2018 10:27 am
Forum: Ideas and Suggestions
Topic: Consistent, relative lane-placement by inserters
Replies: 13
Views: 5513

Re: Consistent, relative lane-placement by inserters

The mod in
Ralimist wrote:f=6&t=59806 (my thread)
the mod mentioned in that thread (https://mods.factorio.com/mod/Fix_Inser ... lls_Output) seems to do what I want. Can't speak for the implementation at all.
by gustaphe
Fri Feb 16, 2018 5:23 pm
Forum: Ideas and Suggestions
Topic: Drop to output
Replies: 0
Views: 598

Drop to output

TL;DR Dropping (with 'z') items on top of assembling machines and the like should put the item in the output slot. What ? ctrl-clicking an assembler with an item in your hand tries to put it in the input slots. Dropping with 'z' should put attempt to put items in the output slot. Why ? I often end ...
by gustaphe
Sun Jan 14, 2018 4:52 pm
Forum: Ideas and Suggestions
Topic: Connecting radars to circuit and logistic networks
Replies: 43
Views: 19333

Re: Radars should emit signals

Agree!
Imagine a land bridge covered in rails, and a train being called whenever an enemy is close enough...
You could have
[x] read distance to spawner (select signal)
[ ] read distance to enemy (select signal)
[x] read number of spawners in range (select signal)
by gustaphe
Thu Jun 22, 2017 7:42 pm
Forum: General discussion
Topic: Throughput analysis of junction designs
Replies: 6
Views: 4625

Re: Throughput analysis of junction designs

I heard of a guy on Reddit who failed his Master's thesis because he was playing Factorio too much to defend his dissertation. I'm glad to see someone using Factorio in his post-sec homework instead! :mrgreen: You have to pass a lot of courses to get an engineering degree, so I can't guarantee I wo...
by gustaphe
Thu Jun 22, 2017 7:25 pm
Forum: General discussion
Topic: Throughput analysis of junction designs
Replies: 6
Views: 4625

Re: Throughput analysis of junction designs

Honestly, I'm not sure if I even tried to see if someone had done this before me. My priority was passing the course, helping the community was secondary a bonus. The reason I went with stations like this was simplicity. Not to compare it to RoRo, but the most important part for me was that trains c...
by gustaphe
Wed Jun 21, 2017 12:56 pm
Forum: General discussion
Topic: Throughput analysis of junction designs
Replies: 6
Views: 4625

Throughput analysis of junction designs

I just passed a course in college level experimental design, which apparently means my report was statistically valid. Might not be a very interesting read for everyone, but someone might like it. If nothing else, it could be an inspiration for bringing Factorio into even more parts of your life. He...
by gustaphe
Wed Jun 07, 2017 7:14 am
Forum: Balancing
Topic: Inserter drop point inconsistency
Replies: 40
Views: 13928

Re: Inserter drop point inconsistency

This is "consistent" insofar as it doesn't care about the direction of the setup. But if you rotate only the belt in the lower left (for instance), you'll see that the inserters care about the direction of the belt, which is the problem. I'll tell you more: if you rotate an inserter 180 d...
by gustaphe
Tue Jun 06, 2017 10:40 am
Forum: Balancing
Topic: Inserter drop point inconsistency
Replies: 40
Views: 13928

Re: Inserter drop point inconsistency

This is "consistent" insofar as it doesn't care about the direction of the setup.
But if you rotate only the belt in the lower left (for instance), you'll see that the inserters care about the direction of the belt, which is the problem.
by gustaphe
Fri Jun 02, 2017 5:26 am
Forum: Balancing
Topic: Inserter drop point inconsistency
Replies: 40
Views: 13928

Re: Inserter drop point inconsistency

+1 to this request. After 1337 (hey, look at that) hours in-game, something like this should be intuitive.
by gustaphe
Fri Jun 02, 2017 5:00 am
Forum: Ideas and Suggestions
Topic: Consistent, relative lane-placement by inserters
Replies: 13
Views: 5513

Re: Consistent, relative placement by inserters

I have created a topic with similar request here https://forums.factorio.com/viewtopic.php?f=16&t=46034 Sorry, I didn't find this. It's excactly what I'm after. There's also four more cases not in the image (the belts going in the opposite direction around a corner). I can't see what you mean. ...
by gustaphe
Thu Jun 01, 2017 4:05 pm
Forum: Ideas and Suggestions
Topic: Consistent, relative lane-placement by inserters
Replies: 13
Views: 5513

Consistent, relative lane-placement by inserters

TL;DR Inserters care about the direction of a belt on which they try to place things. I don't think they should. Background I first reported this as a bug , because I thought it only applied to underground belts, but as it turns out, the "bug" was in fact the lack of a feature which I jus...
by gustaphe
Mon May 29, 2017 1:19 pm
Forum: Not a bug
Topic: [15.16] inserting onto underground inconsistency
Replies: 4
Views: 1795

Re: [15.16] inserting onto underground inconsistency

You're right, didn't even think of that.
In other words, rotating a belt 180Β° changes an item's placement on that belt differently depending on whether the inserter placing the item is in line with the belt or orthogonal to it.
by gustaphe
Mon May 29, 2017 11:31 am
Forum: Not a bug
Topic: [15.16] inserting onto underground inconsistency
Replies: 4
Views: 1795

[15.16] inserting onto underground inconsistency

This is half bug report - half feature request. When placing items on a belt by inserter, items are generally placed in the front-right corner from the inserter's view. This doesn't hold for inserting on underground belt in or against the belt direction, where it will place on the right in the belt...

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