Search found 47 matches

by Muche
Sat May 30, 2020 1:10 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 8050

Re: Friday Facts #349 - The 1.0 plan

This These values also include s some optimi z ations implemented by Rseding. You're going to kill the proofreading team at this rate! :lol: The first two are trivial changes, even you or I could do them. Optimization/optimisation seems to be an US/GB difference and indeed means more work - choosin...
by Muche
Fri Jan 10, 2020 8:20 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 9436

Re: Friday Facts #329 - Campaign reassessment

I think #2 has some sub-options as well (making it more a hybrid): 1. The previous level could be on another surface, still accessible, with some method of transporting materials from earlier level to the current one. I imagine this method would be cumbersome though, making making the new factory mo...
by Muche
Sat Oct 12, 2019 10:36 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 9825

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

I'm not able to play that Geary Grinder. I'm on vacation and my notebook pc hasn't a mouse wheel. Are there chances to implement a keybord-way (like + and -) ? As a workaround, you could try emulating mouse wheel using keyboard. I found this AutoHotkey script https://www.autohotkey.com/docs/scripts...
by Muche
Fri Oct 11, 2019 6:24 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 9825

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

What is the appropriate place to post feedback/bug reports for GearyGrinder?
No texts (the level number, gear speed, all tooltips) display for me, the only texts I can see are the prerendered ones in pngs.
by Muche
Tue Aug 27, 2019 8:55 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 29751

Re: Friday Facts #309 - Controversial opinions

I totally agree on the fact my intuitions shouldn't be what drives Factorio's development. Hopefully, your own vague intuitions and arbitrary assumtions will be ignored the same. I'd hate a game designed with the "L2P, noob" philosophy you seem to profess. Don't put words in my mouth. Players just ...
by Muche
Fri Aug 23, 2019 2:46 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 29751

Re: Friday Facts #309 - Controversial opinions

How is more unbound hotkeys a bad thing? (Except for how it can make the list more cluttered.)
by Muche
Wed Jul 24, 2019 1:50 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 53305

Re: Friday Facts #304 - Small bugs; Big changes

Maybe Engine units would be a good candidate for multiple outputs? Something like https://wiki.factorio.com/images/Iron_gear_wheel.png + https://wiki.factorio.com/images/Pipe.png + https://wiki.factorio.com/images/Steel_plate.png -> https://wiki.factorio.com/images/Engine_unit.png + https://wiki.fac...
by Muche
Mon Feb 04, 2019 2:26 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 32280

Re: Friday Facts #280 - Visual Feedback is the king

Pi-C, how many exit signals (located on mainline/branch after the switch) is one routing station controlling? I've seen some designs with many (up to extreme 20) red signals in a row to *really* discourage the train from choosing that path. One. I could try to use more signals in a row, I guess. (A...
by Muche
Mon Feb 04, 2019 11:37 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 32280

Re: Friday Facts #280 - Visual Feedback is the king

Pi-C, how many exit signals (located on mainline/branch after the switch) is one routing station controlling?
I've seen some designs with many (up to extreme 20) red signals in a row to *really* discourage the train from choosing that path.
by Muche
Sun Feb 03, 2019 12:07 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 32280

Re: Friday Facts #280 - Visual Feedback is the king

It seems the temporary station defaults to the "5s passed" condition. Wouldn't it make more sense if it defaulted to the new "Passenger present" one? As it seems the most common use case of using trains to pick you up at random places. I was thinking about some common (mis-)use cases: A) Directing ...
by Muche
Sat Sep 02, 2017 5:03 pm
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 36076

Re: Friday Facts #200 - Plans for 0.16

@mrvn, since bots would compute their path beforehand, similar to how trains do, does this proposal have the potential to trade current efficiency bottlenecks (with best-practice ways how to solve them) for currently unknown ones (but in a way similar to train ones)?
by Muche
Sat Aug 12, 2017 2:34 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 35503

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

* Main thread posts "network update" messages into a queue. * Separate thread regularly applies those to a separate network map. * Threads calcualte route proposals as asked. Simple. Accept that a route may become invalid during an update - just reschedule a reroute. ... Train networks do NOT chang...
by Muche
Mon Aug 07, 2017 7:29 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1174
Views: 159150

Re: Simple Questions and Short Answers

Hi, I'm playing on a Mac and after a recent update (don't know which one) I stopped being able to assign slots on my belt to specific items. It used to be done by right clicking on the slot and selecting the item, or just placing the item and middle clicking on the slot. Now none of these work for ...
by Muche
Sat Jul 22, 2017 6:30 pm
Forum: Gameplay Help
Topic: Steam turbine ratios with daytime solar?
Replies: 4
Views: 1096

Re: Steam turbine ratios with daytime solar?

I've recently calculated similar thing for steam engines; here are the results using the same methodology, hopefully it's correct: One heat exchanger produces around 103 steam/s, that's 103 steam/s * 1s/60tick * 25000 tick/day = 42916.66 steam/day. One steam turbine consumes 60 steam/s * 1s/60tick *...
by Muche
Sat Jul 01, 2017 6:59 pm
Forum: General discussion
Topic: Five Ultimate Challenges, Kids
Replies: 9
Views: 4557

Re: Five Ultimate Challenges, Kids

I think the storage-box-one would be pretty easy too, I rarely have a ton of gear sitting around. Good for you, but most bases I've seen nearly always have a main bus that is filled completely. Now this is not good, is it? Yeah, I have problem understanding what the challenge of Anti-consumerism sc...
by Muche
Sat Jul 01, 2017 6:12 pm
Forum: Ideas and Suggestions
Topic: Construction robots don't prioritize storage chests
Replies: 24
Views: 4963

Re: [.15.26] Construction robots don't prioritize storage chests

Why does the assembler keep producing if there is empty space in the chest? Because it doesn't know you don't want that. Otherwise you would have set it up to not producing the items if there are thousands of them in storage chests via e.g. logistic condition. You shouldn't have to do that though. ...
by Muche
Sat Jul 01, 2017 4:15 pm
Forum: Ideas and Suggestions
Topic: Construction robots don't prioritize storage chests
Replies: 24
Views: 4963

Re: [.15.26] Construction robots don't prioritize storage chests

Because if the closest chest is a passive/active provider chest that is the output of assemblers then the construction bots will endlessly pull from that chest because the assembler will keep producing to keep the chest filled... which results in the construction robots entirely ignoring the thousa...
by Muche
Thu Jun 29, 2017 2:29 pm
Forum: Not a bug
Topic: [0.13.08] no red/green wires are consumed by blueprint build
Replies: 4
Views: 1350

Re: [0.13.08] no red/green wires are consumed by blueprint build

I would accept blueprinted colored wires costing resources only if removing them returned them back. Currently, no refunds on removed wires and free blueprinted wires means that developing new circuitry (i.e. adding and removing wires) has an upfront cost that you'll get back with each placed bluepr...
by Muche
Mon Jun 26, 2017 11:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.23] Impossible to use items filters with Macbooks
Replies: 6
Views: 1939

Re: [0.15.23] Impossible to use items filters with Macbooks

My middle mouse button is busted currently, so I have bound the filter action to ALT+right click. Maybe you can do something similar in the meantime?

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