Search found 13 matches
- Fri Jan 19, 2024 2:00 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 29331
Re: Friday Facts #394 - Assembler flipping and circuit control
Why wouldn't buildings also be mirrored visually? Notably the refinery. Is it because of something like the directionality of shadows?
- Fri Oct 19, 2018 7:14 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 58986
Re: Friday Facts #265 - Nomenclature & Steam networking
My best effort: Spawning entities into the world: You build an entity Drones build an entity Ghosts: You plan a ghost entity You plan a blueprint You snap a new blueprint You cancel a planned entity (this one was missing) Collecting entities and items: You grab an entity Drones grab an entity You gr...
- Mon Apr 02, 2018 2:33 pm
- Forum: Pending
- Topic: [16.36] Black screen after switching to second monitor (fullscreen)
- Replies: 1
- Views: 1249
[16.36] Black screen after switching to second monitor (fullscreen)
After starting factorio (0.16.36) for the first time since 0.15, I joined a multiplayer game and went into settings and changed the game (fullscreen) to render on my second monitor. After exiting, the game is failing to start up. I see the loading screen up to 'cropping sprites' and then the screen ...
- Sat Jul 01, 2017 10:24 am
- Forum: General discussion
- Topic: How to avoid that updates break saves?
- Replies: 5
- Views: 2996
Re: How to avoid that updates break saves?
As others mentioned, it's very easy to set steam to a specific version. Your solution is more permanent, but steam makes it very easy to wait until something specific is fixed.
- Thu Jun 29, 2017 8:14 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Train based warehouse (HIGH throughput, no bots)
- Replies: 6
- Views: 8326
Re: Train based warehouse (HIGH throughput, no bots)
Haha yep. It's actually an even gap between two inserters that is a problem. I recently saw someone else using a car for this same reason. It's 2x2 or close to it I think.
- Sat Jun 17, 2017 6:10 pm
- Forum: Outdated/Not implemented
- Topic: Advanced Player Option - auto shutdown
- Replies: 5
- Views: 2670
Re: Advanced Player Option - auto shutdown
You can schedule a task in windows to shut down your pc at 2:00am.
- Mon Jun 12, 2017 3:00 pm
- Forum: General discussion
- Topic: warehouse
- Replies: 40
- Views: 16099
Re: warehouse
I and a friend use a train-based "warehouse" with crazy storage space and high throughput (vanilla). Maybe this will interest you. See this topic here. It will hold a few million of whatever you put into it.
- Mon Jun 12, 2017 2:49 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Train based warehouse (HIGH throughput, no bots)
- Replies: 6
- Views: 8326
Train based warehouse (HIGH throughput, no bots)
Hey everyone, I see many people trying to figure out how to do efficient storage and buffering. I want to showcase a solution I and my friend came up with: http://i.imgur.com/21kPC9m.jpg See it in action: https://gfycat.com/UnawareNiceFluke To get high throughput, we had to solve a little problem. T...
- Mon Jun 12, 2017 12:08 pm
- Forum: General discussion
- Topic: how long does 'experimental' take?
- Replies: 13
- Views: 5097
Re: how long does 'experimental' take?
"Unstable" means not just "might crash" but also "subject to changes". 0.15 is unstable in the latter sense.
- Mon Jun 12, 2017 9:04 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 67776
Re: Personal robots prioritize nearest first
Given the sentiment of some of the posters here, I feel the need to say I fricking love this game and how smooth the experience is. Despite it being a very minor annoyance (out of exceptionally few anyway), I decided to post this topic because I find it interesting. I don't mind that it's low on the...
- Thu Jun 08, 2017 8:11 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 67776
Re: Personal robots prioritize nearest first
It would not affect performance if only personal bots would seek the nearest target (and also have priority). Yes it would. A thing to work on finds a robot not the other way around. I see. That does make it trickier. Still though, is changing the behavior of personal robots something you are inter...
- Wed Jun 07, 2017 5:02 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 67776
Re: Personal robots prioritize nearest first
I understand that, but in this case it's trading cpu time for *my* time, so it's worth it to me!Manron wrote:i guess it is the way it is for performance reasons. [...]
- Wed Jun 07, 2017 11:06 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 67776
Personal robots prioritizing nearest first
TL;DR (De)construct dense areas faster by having personal robots do the closest thing first, since you can then move around and keep flight distances short. What ? Construction bots from your personal roboports have a clumsy order in which they select construction tasks. This causes long flight tim...