Search found 11 matches
- 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...
- 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"...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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
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
- 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...