Search found 91 matches

by seePyou
Thu Nov 26, 2020 12:42 pm
Forum: Duplicates
Topic: [1.0.0] Cannot place blueprint with parts on water and placed pole in center
Replies: 4
Views: 475

Re: [1.0.0] Cannot place blueprint with parts on water and placed pole in center

I don't understand. I mentioned that my scenario is in fact different to the one suggested by Zavian.

Why is this in duplicates?
by seePyou
Sat Nov 14, 2020 1:14 pm
Forum: Duplicates
Topic: [1.0.0] Cannot place blueprint with parts on water and placed pole in center
Replies: 4
Views: 475

Re: [1.0.0] Cannot place blueprint with parts on water and placed pole in center

There is a difference with the report you mention. The one you mention points to a general inability to place a blueprint when there is a pole at the center. This is not the case when the entire blueprint can be built, not in 1.0 version anyway. When the entire BP can be built, and a partial exists,...
by seePyou
Fri Nov 13, 2020 1:23 pm
Forum: Duplicates
Topic: [1.0.0] Cannot place blueprint with parts on water and placed pole in center
Replies: 4
Views: 475

[1.0.0] Cannot place blueprint with parts on water and placed pole in center

Only reporting for 1.0 as that is where it does happen and where I found it. Do not know about previous versions. Defect: You cannot place a blueprint down for construction if part of the blueprint is over water AND the central piece of your blueprint is a power pole, AND that central power pole is ...
by seePyou
Fri Jul 31, 2020 6:36 am
Forum: General discussion
Topic: New Blueprint Library is not as user friendly as the one just before it
Replies: 4
Views: 606

New Blueprint Library is not as user friendly as the one just before it

Imagine this scenario: You open your Windows Explorer and click on C: Then you click on "temp" folder then you click on "Unsorted" folder and finally copy a file from within. Now you want to paste this somewhere. But first you have to go back to temp and back to C and back to the initial screen of t...
by seePyou
Fri Jun 12, 2020 11:47 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 18646

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I was feeling guilty for having to express my negative opinion on FF-339! I'm glad to see you have taken those comments to heart and come up with a VASTLY SUPERIOR DESIGN for beacons! I love that it draws attention to the assemblers now! LOVE IT! Well done! Thank you! As for the flush button, also n...
by seePyou
Fri May 01, 2020 9:47 pm
Forum: News
Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Replies: 48
Views: 6900

Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle

It would be pretty cool if the ejected shell was an actual item, like a used nuclear fuel cell, with a recipe to re-use it to make a new shell out of fewer materials. :) That would work only if the shell casings were smelted down to be recycled. Shell casings are not directly used again to load a n...
by seePyou
Fri May 01, 2020 9:45 pm
Forum: News
Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Replies: 48
Views: 6900

Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle

Hmm sorry but the pathfinding works incorrect in my eyes. Why not let the water biters take the shortcut over water in the mixed group? If all bitters attack at the same time then the damage dealt is bigger, so it's better for them to join and attack together instead of attacking one by one. Moreov...
by seePyou
Fri May 01, 2020 10:58 am
Forum: News
Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Replies: 48
Views: 6900

Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle

You guys do great work! So many others would go "Mod problem, ask the modder to sort it" but you never seem to say that! Congrats! I also love the artillery shells! Are they actually directional? If the artillery fires to a target above it, will the shell go to the right? And if the artillery fires ...
by seePyou
Fri Mar 27, 2020 11:26 pm
Forum: Releases
Topic: Version 0.18.17
Replies: 8
Views: 9533

Re: Version 0.18.17

It's live for me now, UK time zone.
by seePyou
Fri Mar 20, 2020 4:28 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 25626

Re: Friday Facts #339 - Beacon HR + Redesign process

The beacon mechanic itself is not foreign to me. I don't mind it as others do. The design of it fit the game. I don't think the new one does. I think it's too far removed from other entities in the game, style-wise. It's like a squid or an octopus, and the colour is too bright and different. In fact...
by seePyou
Tue Jan 21, 2020 2:09 pm
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 49552

Re: Version 0.18.0

Oh my Lord! this is great news! :) Did not see anything though about the fluid mechanics, which will allow fluid from one pipe to navigate a pipe junction effectively without starving any one trailing pipe. Is this reserved for release version 1.0 ? No bad feelings, just want to know when that might...
by seePyou
Fri Jan 17, 2020 5:14 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 12803

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Maybe some find QNAP NAS boxes cool, and working for years. I also do not. Instead I find Synology NAS boxes far better and in the level of "prosumer appliance" as in fire-and-forget. The drives even survived a recall, so they were readable from one to the other and I get to use whatever disks I lik...
by seePyou
Fri Dec 06, 2019 1:16 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 17518

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

if it is ram latency bound what is the recomand ram to get for a new pc buld very hig end ram cost a arm a and a leg lot oand lot of mony over norml ram Get as fast a RAM module as you can afford, with as low timings as you can afford. Fast is the rating of the dim. You will see a 2400, or a 3200 o...
by seePyou
Fri Dec 06, 2019 1:12 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 17518

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

DanGio wrote:
Fri Dec 06, 2019 12:53 pm
Place a blueprint of a machine containing modules. Build the machine. You see a blue triangle on it, saying that the machine demands modules (bots will insert them if they're available in the network)
Oh, I just called that module ghosts. Thanks :)
by seePyou
Fri Dec 06, 2019 12:45 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 17518

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

"The blue triangle module-requesters had the same kind of checks" The what? " Electric networks... Fluid networks... Heat pipe networks... none of these interact with each other or anything outside of themselves. What happens if I just update all 3 in parallel? [...] Every save file I've tested ende...
by seePyou
Fri Oct 04, 2019 5:46 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 11868

Re: Friday Facts #315 - New test servers

So basically you found out what we knew, that on the same memory dimms, intel processors work better. That is because Factorio is not a highly core dependent game, but very memory hungry; the faster the memory and the higher the single core GHz, the better. Now imagine what the intel rig will do wit...
by seePyou
Fri Aug 23, 2019 2:15 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 33782

Re: Friday Facts #309 - Controversial opinions

I believe the materials SHOULD be wasted when you mine an assembler mid production cycle, but only to the degree the progress has already been, rounded up. If a recipe calls for 20 green chips and the assembler is at 27% at the time of disassembly, then the materials the process has already consumed...
by seePyou
Sun Apr 14, 2019 10:48 pm
Forum: General discussion
Topic: [Academic problem] 8 way intersection without roundabout?
Replies: 13
Views: 1775

Re: [Academic problem] 8 way intersection without roundabout?

May I introduce you to a forum post that analyzes and compares many different intersections?

viewtopic.php?f=194&t=46855
by seePyou
Sun Apr 14, 2019 2:26 am
Forum: General discussion
Topic: Lore
Replies: 2
Views: 463

Lore

I'm trying to (and failing) to get my gf interested in Factorio, but she asked some good questions! Some I knew (and they are in parentheses) but some I don't! Does anyone? Who are you in the game? (an astronaut) Why are you there? (you crashed) What are you doing? (you are trying to launch a rocket...
by seePyou
Wed Oct 31, 2018 12:40 am
Forum: Not a bug
Topic: Underground belt - blueprint - Q button
Replies: 3
Views: 849

Re: Underground belt - blueprint - Q button

It could be, but may I respectfully disagree that the undergrounds work as intended? I have a design for single belt balancer that is useful for when I have inserters eating from the belt, for example, and the belt keeps on advancing the items on one side of it, with the design I made it now advance...

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