Search found 97 matches

by The Lone Wolfling
Tue Oct 20, 2015 4:22 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 57554

Re: Combinator Contraptions

Unfortunately, it doesn't work perfectly. It doesn't work when the output is clogged - the train won't unload even though there's plenty of space. It also continues counting needlessly when the train isn't unloading. It also doesn't have the "wait for train to arrive" part, unless I'm miss...
by The Lone Wolfling
Mon Oct 19, 2015 10:54 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 57554

Re: Combinator Contraptions

That's basically what I have now, only slower and bulkier. I was hoping to streamline it and/or make it faster. Yes, that's essentially what I want. An interesting twist, however, is that the "are chests being filled" part has to wait for signal A to be high (coming from a train detector) ...
by The Lone Wolfling
Mon Oct 19, 2015 10:49 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 137663

Re: Version 0.12.0

Ah. Difference of opinion. You consider the previous game speed too slow. I did not - if anything I found it was too fast (there are entire tech branches that are basically irrelevant, because by the time you get there you're done the game. Case in point: even blue belts are generally irrelevant, as...
by The Lone Wolfling
Mon Oct 19, 2015 3:49 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 57554

Re: Combinator Contraptions

I saw the smart mining drill, but it doesn't do what you think it does: Together, this setup outputs a green signal when the box has remained empty for more than 5 seconds (aka both drills are dry). I want an output indicating when the number of items is increasing. And yes, this is part of a smart ...
by The Lone Wolfling
Sun Oct 18, 2015 8:38 pm
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 50260

Re: Friday Facts #108 - Unexpected Features

One thing that came to mind after seeing the "Blueprint Book" was, if you could implement a "Repair Bag" or something alike, where all items go to that you pick up and are damaged, since those cannot (atm) be stacked in an inventory and it is a bit frustrating that "damaged...
by The Lone Wolfling
Sun Oct 18, 2015 4:29 pm
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 50260

Re: Friday Facts #108 - Unexpected Features

It's... complicated: 6.5 Expressions 943 The grouping of operators and operands is indicated by the syntax.72) 951 72) The syntax specifies the precedence of operators in the evaluation of an expression, which is the same as the order of the major subclauses of this subclause, highest precedence fir...
by The Lone Wolfling
Sun Oct 18, 2015 3:34 pm
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 50260

Re: Friday Facts #108 - Unexpected Features

Guess what optimizing compilers do? The may change the order of operations if you don't explicitly forbid that. In which case the compiler is buggy. I quote: 5.1.2.3 Program execution [#1] The semantic descriptions in this International Standard describe the behavior of an abstract machine in which...
by The Lone Wolfling
Sun Oct 18, 2015 1:01 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 137663

Re: Version 0.12.0

The difference is one of, for lack of a better term, gratification. With the old belt mechanics, there was a nice curve of diminishing returns. You could get fairly good (either throughput or compactness) relatively easily, and/but to squeeze out that last little bit you had to use interesting/odd t...
by The Lone Wolfling
Sun Oct 18, 2015 3:20 am
Forum: Technical Help
Topic: Wierd artificial error's.
Replies: 11
Views: 13615

Re: Wierd artificial error's.

Yes, you can do some nice tricks in compact setups with the old belts. But if you try to build something big, you will cry when the inefficient belts drop your FPS drops to 20. Except the the belt optimizations (not treating entities on belts as proper entities, fixed-point, etc) are things that yo...
by The Lone Wolfling
Sat Oct 17, 2015 5:34 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 224593

Re: [MOD 0.12.x] Autofill

You'll get that if you attempt to use a mod designed for an older version of Factorio with the newest version.

Either downgrade Factorio or wait for the mod to update, or attempt to upgrade it yourself, or see if there is an unofficial update.
by The Lone Wolfling
Sat Oct 17, 2015 3:02 pm
Forum: Technical Help
Topic: Wierd artificial error's.
Replies: 11
Views: 13615

Re: Wierd artificial error's.

For instance:
screenshot.png
screenshot.png (85.03 KiB) Viewed 13014 times
(This is a trivial example. But the concept of an inserter being able to grab >2 items can be very useful in many cases.)

Or this:
screenshot.png
screenshot.png (85.35 KiB) Viewed 13014 times
Just look at some of the compact science factories that people produced.
by The Lone Wolfling
Sat Oct 17, 2015 2:20 pm
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 50260

Re: Friday Facts #108 - Unexpected Features

Zeblote wrote:Maybe the smoke sprites themselves are just white and it's possible to re-color them for different things? That'd be fantastic.
Yes, although I'd kind of prefer multiple sprites to a single sprite in general.
by The Lone Wolfling
Sat Oct 17, 2015 2:19 pm
Forum: Wiki Talk
Topic: If you want to work on the wiki you need an account
Replies: 42
Views: 38392

Re: If you want to work on the wiki you need an account

Zeblote wrote:Looks like the bs has been fixed. Now the form just wants your email.
So the personal biography section is optional, then? If so, it should be explicit about it.
by The Lone Wolfling
Sat Oct 17, 2015 2:10 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 137663

Re: Version 0.12.0

I didn't really want to post this before doing a playthrough in 0.12. Now that I have: consider my voice added to those who dislike the 0.12 belt mechanics. For me, it changes belts from interesting to bland. There are a lot of interesting things that you can no longer do. (It also makes no logical ...
by The Lone Wolfling
Sat Oct 17, 2015 1:47 pm
Forum: Wiki Talk
Topic: If you want to work on the wiki you need an account
Replies: 42
Views: 38392

Re: If you want to work on the wiki you need an account

For the record, this is why I haven't contributed to the wiki. Personally, I do not see why I should have to publish personal information for the privilege of spending my time helping a for-profit company.
by The Lone Wolfling
Sat Oct 17, 2015 1:16 pm
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 50260

Re: Friday Facts #108 - Unexpected Features

I don't like that smoke. Or rather, I should qualify. For anything that either is actually putting out steam (steam engines, for instance), or burns relatively clean, it works. But having white smoke coming out of a burner inserter burning coal? That makes no sense. To me, it changes the atmosphere ...
by The Lone Wolfling
Sat Oct 17, 2015 1:02 pm
Forum: Technical Help
Topic: Wierd artificial error's.
Replies: 11
Views: 13615

Re: Wierd artificial error's.

Zeblote wrote:Why would someone still play 0.11 when 0.12 came out months ago?
I (much) prefer the older belt mechanics, for instance.
by The Lone Wolfling
Sat Oct 17, 2015 12:59 am
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 57554

Re: Combinator Contraptions

I want a line that is "on" (for some definition of on") for the entire time items are being added to a chest, and off otherwise.
by The Lone Wolfling
Sat Oct 17, 2015 12:57 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 296312

Re: [MOD 0.12.11] SmartTrains 0.3.69

How about a signal that can be hooked up to the circuit network outputting it's state? depending on where you place it, the state would/could have different meanings, if you place a bunch of them it would even tell you how many trains are waiting. That would be wonderful. Seems like another special...
by The Lone Wolfling
Thu Oct 15, 2015 11:29 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 296312

Re: [MOD 0.12.2+] SmartTrains 0.3.68

I'm playing linear Factorio, with just enough height to have a proper train loop, but no more. As such, I have 1 train loop that all my trains run on, with parallel tracks for stations. As such, I need to keep the main loop as uncongested as possible. This poses problems when I have multiple trains ...

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