Search found 21 matches

by MrBuisson
Fri Dec 06, 2019 3:09 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 92
Views: 9917

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Soooo, when do we get that update :twisted: I mean, 2.3 time faster (even if only part of the whole update) is not small ! On a side Note, there is one thing that I cannot fathom when factorio staff talk about multithreading: factorio already cut the whole map in chunks, why not making each chunk it...
by MrBuisson
Fri Nov 22, 2019 1:30 pm
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 70
Views: 9118

Re: Friday Facts #321 - Countdown

DId no one realized why the countdown was announced during this specific FFF ? Or was it a coincidence? I mean FFF 3,2,1 - countdown should have been obvious ??? It is a nice coincidence - but are you sure , that it proves causation? 8-) Common, they were trying not that long ago to get something c...
by MrBuisson
Fri Nov 22, 2019 12:57 pm
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 55
Views: 7619

Re: Friday Facts #322 - New Particle system

Guys, I loved this last update on particules. I was wondering what send my framerate from 10FPS all the way up to 50FPS. Now I know. My base has quite long walls with many, many flame throwers (40k unit) in death world setting. Bitter dies so often that the stats are smothed out :twisted: I tough fi...
by MrBuisson
Fri Nov 22, 2019 11:13 am
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 70
Views: 9118

Re: Friday Facts #321 - Countdown

DId no one realized why the countdown was announced during this specific FFF ? Or was it a coincidence?
I mean FFF 3,2,1 - countdown should have been obvious ???
by MrBuisson
Thu Aug 29, 2019 2:08 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 22914

Re: Friday Facts #309 - Controversial opinions

About shortcuts : ctrl+click on something open a define shortcut window for the something in question. Can’t have it easier to configure for the final user, and it allow to have low amount a pre-configured shortcut. It’s not new, people using Altium Designer know what I mean. Like ctrl+Click on trai...
by MrBuisson
Mon Jul 01, 2019 8:11 pm
Forum: Pending
Topic: [kovarex] [0.17.52] Train path issue when deactivating stations (erronous "can't reach")
Replies: 2
Views: 162

[kovarex] [0.17.52] Train path issue when deactivating stations (erronous "can't reach")

Hi, one of the last update seems to have changed to way station works, especially when deactivating them. I have trains that refills outpost based on the need of each of them - and the outpost deactivate its train station when nothing is needed. Worked quite well for some time, until I started getti...
by MrBuisson
Sat Jun 22, 2019 7:08 am
Forum: News
Topic: Friday Facts #300 - Special edition
Replies: 49
Views: 7896

Re: Friday Facts #300 - Special edition

I’m surprised to see many Dune II lovers that didn’t make the jump to Total annihilation. I always thought the two games to be quite close (my two favorites pre millennium games)
Quite a surprised also to see how big your team got !
by MrBuisson
Tue Jun 18, 2019 5:58 pm
Forum: Minor issues
Topic: [0.17.50] Train colision box
Replies: 4
Views: 293

Re: [0.17.50] Train colision box

Now that I think of it, why not opening the gate instead of changing rails bounding boxes ? Sure enough it a minor thing and I can just remove the gate.
But that way you can’t tell you’d get bored :D
by MrBuisson
Tue Jun 18, 2019 5:59 am
Forum: Minor issues
Topic: [0.17.50] Train colision box
Replies: 4
Views: 293

Re: [0.17.50] Train colision box

I certainly understand your point :)


what, no worms ?
by MrBuisson
Mon Jun 17, 2019 10:27 pm
Forum: Minor issues
Topic: [0.17.50] Train colision box
Replies: 4
Views: 293

[0.17.50] Train colision box

Hi,
using curved rails, one can place a gate close enough to the rail to actualy make trains colide with it
gate colision.PNG
gate colision.PNG (1.99 MiB) Viewed 293 times
Train will not colide if a wall is placed instead.

Best regards,
Mr Buisson
by MrBuisson
Tue Jun 11, 2019 4:34 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.41] gate cannot survive spiter acid on ground
Replies: 6
Views: 763

Re: [posila][0.17.41] gate cannot survive spiter acid on ground

posila wrote:
Thu Jun 06, 2019 8:43 pm
Thanks for the report.
Fixed for 0.17.46

We also decided to remove continuous damange acid dealt trains.
Nice !
It’s a good thing that the train got upgraded too, I don’t know how many I lost as they drove or stopped over Splitter acid
by MrBuisson
Tue Jun 11, 2019 4:10 pm
Forum: Balancing
Topic: New spitter splash has an unexpected effect on flamethrower turrets
Replies: 8
Views: 1102

Re: New spitter splash has an unexpected effect on flamethrower turrets

Still, it’s quite depressing. I’m not a big fan of building outpost that need permanent spare parts ... because of their target range, you can’t place flamethrowers behind without burning everything and placing them front leave their pipe unprotected. Flamethrowers have a fair amount of HP and every...
by MrBuisson
Fri Jun 07, 2019 12:08 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 10352

Re: Friday Facts #298 - Demo upgrade for Stable

I like the change to the robots, they were quite underused in every game that I did - for the reason state in the FFF but also because they need to be deployed manually. Factorio is about automation, let eg roboport deploy capsules would really promote their usage, even late game. Deploy if enemy in...
by MrBuisson
Thu May 23, 2019 8:08 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.41] gate cannot survive spiter acid on ground
Replies: 6
Views: 763

[posila][0.17.41] gate cannot survive spiter acid on ground

Hi, well, I am not sure that this is a bug but I can't avoid finding it strange. Most if not all building resit the acid of spliter that remain on the ground, but a gate that is not lowered get damage as if it where a player. This kills a gate in about one and a half second and fells non logical as ...
by MrBuisson
Thu May 23, 2019 7:58 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.41] Train blueprint preview issue
Replies: 1
Views: 158

[kovarex] [0.17.41] Train blueprint preview issue

Hi, well it really look like a bug and bug are not loved, but once you only start to find one such as mine you don't really have much worry to have :) to the thing : If you make a blueprint including a train and then move the train along the rail, you can manage to colide the preview of the train an...
by MrBuisson
Sat Nov 25, 2017 10:53 am
Forum: Ideas and Suggestions
Topic: Post end game combat proposal
Replies: 3
Views: 512

Post end game combat proposal

TL;DR Zone clearing automation in late mega base game using the suicidal tendencies of construction bots. What ? Use our suicidal contruction bot to tell the factory should send some combat bots where they just died. We all had the issue that those construction bots love to travel straigth, ignorin...
by MrBuisson
Wed Aug 02, 2017 3:25 pm
Forum: Modding help
Topic: Getting steam turbines to cool down steam?
Replies: 10
Views: 991

Re: Getting steam turbines to cool down steam?

Sigma1 wrote:
MrBuisson wrote: slowly take damage when temperature exceed 1000°. When they reach 0 life : boom !
You should try the Meltdown mod :)

oho :)
by MrBuisson
Wed Aug 02, 2017 12:28 pm
Forum: Modding help
Topic: Getting steam turbines to cool down steam?
Replies: 10
Views: 991

Re: Getting steam turbines to cool down steam?

I would love that they reintroduce this. Nuclear power is cool, but it's lacking somhow - was looking for alternative mods, and that's how I came here :) could be something cool : turbines drop steam temperature when they work nuclear reactor have thermal inertia (like today), and slowly take damage...
by MrBuisson
Mon May 15, 2017 8:51 am
Forum: Duplicates
Topic: [0.15.x]inserters try to feed fundry with incorrect material
Replies: 2
Views: 325

Re: [0.15.x]inserters try to feed fundry with incorrect material

my bad. smart search didn't bring up this topic :( I believe this is a bug, because it is not an expect behavoir (and I can't solve what I was doing with smart inserter :p ). I aimed to have a single line ore -> steel that can adapt to any kind of incresed input by just increasing the line lenght. F...
by MrBuisson
Mon May 15, 2017 8:09 am
Forum: Duplicates
Topic: [0.15.x]inserters try to feed fundry with incorrect material
Replies: 2
Views: 325

[0.15.x]inserters try to feed fundry with incorrect material

Hi * I realized on my setup that inserter try to bring material there is no place for it into my fundry, creating a deadlock. It happens when using belt with mixed iron/steel smelting. raw iron comes from one side, is smelted by a fundry and goes as a metal plate back on the same belt (nice signalin...

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