Search found 11 matches

by mathe172
Mon Mar 29, 2021 11:05 am
Forum: Not a bug
Topic: [1.1.30] Train selects blocked path
Replies: 3
Views: 1357

Re: [1.1.30] Train selects blocked path

Thanks! That explains the seemingly random working/not working of the different train stops. It's just a bit unexpected that a train would ever choose an occupied train stop over any number of unoccupied stops, but I guess the current values were carefully chosen to make the system work in the large...
by mathe172
Sun Mar 28, 2021 9:53 pm
Forum: Not a bug
Topic: [1.1.30] Train selects blocked path
Replies: 3
Views: 1357

[1.1.30] Train selects blocked path

I am encountering an issue where trains select a path that is currently blocked over a path that would be free. The attached save corresponds to the first screenshot below. The issue occurs in the following situation: A train (the train carrying the sulfuric acid) is in front of a "normal"...
by mathe172
Tue Dec 29, 2020 11:03 pm
Forum: Not a bug
Topic: [1.1.5] Inserter sets stack size from the wrong tick when unloading train
Replies: 8
Views: 3005

Re: [1.1.5] Inserter sets stack size from the wrong tick when unloading train

Thanks for the report however I believe this is all working as intended. The stack-size logic only updates once per swing operation and that isn't likely to be changing any time soon. The expected behavior (in my opinion) is that the stack size is read out the instant the items are grabbed. This wo...
by mathe172
Sun Sep 15, 2019 3:54 pm
Forum: Ideas and Suggestions
Topic: Drag Entities with Circuit Connections intact
Replies: 7
Views: 3517

Re: Drag Entities with Circuit Connections intact

This would be a really great feature. While I see that most players will probably not benefit too much from this, it would be game-changing for the design of any advanced circuit network (speaking from experience, after having spent countless painful hours trying to tidy up & compact several des...
by mathe172
Sun Sep 15, 2019 3:19 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 71159

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

One suggestion that could solve all the weirdness with prevented actions etc. that I haven't seen mentioned in this form is the following: The basic idea is that there could be special pipes for each type of fluid which are placed by the player. This way, there would be no issues with any of the flu...
by mathe172
Mon Oct 08, 2018 9:16 pm
Forum: Resolved Problems and Bugs
Topic: The Car-Inserter interaction is non-homogenous (locational) and non-isotropic (rotational)
Replies: 5
Views: 5703

Re: The Car-Inserter interaction is non-homogenous (locational) and non-isotropic (rotational)

Thank you very much for your reply! We totally understand that this is a low priority issue. However, we were wondering whether you could provide an explanation why this happens. Our guesses as to what might be going on: The bounding box of the car (+-1,+-0.7) is rounded to 1/256 precision (towards ...
by mathe172
Sun Oct 07, 2018 4:17 pm
Forum: Resolved Problems and Bugs
Topic: The Car-Inserter interaction is non-homogenous (locational) and non-isotropic (rotational)
Replies: 5
Views: 5703

The Car-Inserter interaction is non-homogenous (locational) and non-isotropic (rotational)

While trying to find the exact numbers of the mechanics of car loading and unloading using inserters, we have encountered some unexpected inconsistencies. The test: We execute the following commands: /c dir = defines.direction.north /c pos={x=0,y=0} /c for i=1,10 do for j=-1,1,2 do game.player.surfa...
by mathe172
Tue Jan 23, 2018 2:20 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 45602

Re: Friday Facts #226 - New mod portal & other news

Is the intention for the advanced splitter features to be available immediately? Or are they locked behind another research? This might make it possible to give Belts a bit of the same late-game feeling when they get a significant upgrade further down the tech tree...
by mathe172
Tue Sep 12, 2017 7:56 pm
Forum: Ideas and Suggestions
Topic: Make Lazy Bastard achievement possible on expensive settings
Replies: 0
Views: 1116

Make Lazy Bastard achievement possible on expensive settings

In my opinion, it would nice if the 111 item limit of the "Lazy bastard" achievement would scale with the recipe/research costs. Currently, you have to play a rather "boring" map with everything set to cheap just to get the achievement. This also wouldn't make the achievement any...
by mathe172
Sun Jun 25, 2017 3:16 pm
Forum: Not a bug
Topic: [Research] Productivity bonus mostly lost with many labs
Replies: 3
Views: 2140

Re: [Research] Productivity bonus mostly lost with many labs

Thanks for the (very quick) answer, that's nice to know!
Does this fact also apply to the "main" green progress bar? Or is that part really lost when the research is finished?

While I'm happy just knowing how it works, it would be nice to show this also in-game
by mathe172
Sat Jun 24, 2017 8:34 pm
Forum: Not a bug
Topic: [Research] Productivity bonus mostly lost with many labs
Replies: 3
Views: 2140

[Research] Productivity bonus mostly lost with many labs

The productivity bonus progress bar for any recipe resets when the recipe is changed. While this is reasonable for almost all cases, it is devastating for research labs - since you're mostly running many labs in parallel, the productivity bonus bar never has the chance to fill up for many smaller re...

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