Search found 40 matches

by Meddleman
Mon Aug 20, 2018 1:29 pm
Forum: Ideas and Suggestions
Topic: "Each" Signal Choice as Stack Size Control Signal
Replies: 2
Views: 596

"Each" Signal Choice as Stack Size Control Signal

TL;DR Please add the "Each" signal choice as a Stack Size Control Signal to Inserters to allow more finely tuned control. What ? Are there plans to add the "Any", "Every", or preferably the "Each" signal choice as the Control Signal to Inserters when overriding Stack Sizes? The idea is to use the c...
by Meddleman
Fri Jul 27, 2018 4:26 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 12651

Re: Friday Facts #253 - Fans & Fun

D'aww, and here I was hoping that damaged walls would also be shown as cracked and degraded á la Age of Empires, not just the little health bar. Can't have everything I guess, although I'm sure someone's gonna work on a mod for it. Once again, nice work, it all looks so crisp and professionally done...
by Meddleman
Fri Jul 13, 2018 3:30 pm
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 14157

Re: Friday Facts #251 - A Fistful of Frames

And I was wondering what the hell I should do on my August holidays. Thanks for giving me a good excuse to visit Prague! If anyone wants to meet up for a few beers and a LAN session I'm more than happy to tag along. Question for the devs, will these computers have 0.17 on them? Or the current 0.16 s...
by Meddleman
Sat Jun 23, 2018 7:41 am
Forum: News
Topic: Friday Facts #248 - Not Saturday Facts
Replies: 71
Views: 12236

Re: Friday Facts #248 - Not Saturday Facts

Twinsen wrote: Oh, and our coding always goes as planned without any problems.
Still, got a nice smooth 60fps there, so we got that going for 0.17, which is nice I guess. ^^
by Meddleman
Sat Jun 16, 2018 12:18 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 24180

Re: Friday Facts #247 - Pricing and its exploits

Wow, that trailer for Satisfactory is pretty nice. Kudos to Wube for highlighting it despite it becoming a potential competitor; I might have never come across it otherwise. Reminds me a little of ARK: Survival with a little NMS thrown in. Well, everything NMS tried to pack into the base-building as...
by Meddleman
Fri Jun 15, 2018 3:05 pm
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 63858

Re: Version 0.16.51

FactorioBot wrote:Graphics
  • Changed the battery item icon to be more consistent with the technology icon.
I wonder if this is code for "Duracell sent us a nasty passive-aggressive Cease & Desist letter to stop using their battery livery/logo/signamancy."
by Meddleman
Sun May 27, 2018 9:24 pm
Forum: Ideas and Suggestions
Topic: Iron Chests, An Idea for Conversion and Re-Use
Replies: 50
Views: 4189

Re: Iron Chests, An Idea for Conversion and Re-Use

I got it. Reduce the Cargo-Wagon iron usage in the recipe to 16, add in 1 Iron Chest, total iron raw becomes 44, recipe kiiiinda makes a little sense since ie. the fluid-wagon needs a fluid-tank as well as its other raws. :P

Oooor not. I dunno, just chucking suggestions into the air.
by Meddleman
Tue May 22, 2018 5:12 pm
Forum: Releases
Topic: Version 0.16.44
Replies: 11
Views: 7930

Re: Version 0.16.44

>when the fix for your discovered bug gets featured.
happy-01.jpg
happy-01.jpg (333.22 KiB) Viewed 6869 times
Again thanks to all devs for their quick work. ;)
by Meddleman
Mon May 21, 2018 10:16 pm
Forum: Ideas and Suggestions
Topic: Iron Chests, An Idea for Conversion and Re-Use
Replies: 50
Views: 4189

Re: Iron Chests, An Idea for Conversion and Re-Use

The solution is to minimize the gameplay-time with iron-chest usage. Use wooden ones until no longer feasible, then burn. Use steel chests afterward, and then collect and convert into logistic chests. Adding a recipe or amending current ones to nullify all "dead-end" recipes reduces the game into so...
by Meddleman
Fri May 18, 2018 6:58 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.43] Destroying cliffs with the help of ghosts
Replies: 5
Views: 1439

Re: Destroying cliffs with the help of ghosts v0.16.43

>create a several chunk x several chunk sized concrete blueprint
>throw one cliff explosives
Problems gone for a while ^^
by Meddleman
Wed May 16, 2018 11:09 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 125005

Re: Friday Facts #225 - Bots versus belts (part 2)

Lock the thread while you're at it.

50 pages is... I'd say enough.
by Meddleman
Mon May 14, 2018 9:01 pm
Forum: Ideas and Suggestions
Topic: Circuit Network Information 2.0 - Open Your World
Replies: 8
Views: 1643

Circuit Network Information 2.0 - Open Your World

Is there any major reason why many of the late-game advanced buildings do not allow connection to a circuit network , even if just to measure or read their contents , essentially sending the same content information into circuit wires which I see in my sidebar-window when I hover over said building...
by Meddleman
Mon May 14, 2018 7:36 pm
Forum: Ideas and Suggestions
Topic: Filters in Fluid Wagons & Pumps
Replies: 4
Views: 856

Re: Filters in Fluid Wagons & Pumps

I've personally had this problem, and been able to get around this by using an arithmetic & decider combinator to detect if the pump is mathematically empty (IF -> ANYTHING multiplied by 10 is NOT EQUAL to 0) once a train has left the station, and if it this is True (as in not equal to 0), a "relief...
by Meddleman
Sat May 12, 2018 11:46 pm
Forum: Minor issues
Topic: Toogle fullscreen toogles train station names on map view
Replies: 5
Views: 881

Re: Toogle fullscreen toogles train station names on map view

I tell you whats weird: Your station-name button at times is toggled in/on , but station names aren't displayed, and vice versa . Then other times its normal.... The Rule is this: you can hold down ALT, and then click any combination of first four toggles; This enables or disables their toggling to ...
by Meddleman
Sat May 12, 2018 10:11 pm
Forum: Won't fix.
Topic: Deposit info cut off when viewing in map mode (0.16.41)
Replies: 2
Views: 550

Re: Deposit info cut off when viewing in map mode (0.16.41)

[16.42] Vanilla Do you mean this? example.gif It is a little weird that the text doesn't spill over into the radar'd area. Especially since it is the proximity of the mouse that triggers patch information to display, ie. the mouse does not need to be directly over the explicit ore-boundary it for i...
by Meddleman
Sat May 12, 2018 4:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.42] graphics bug in font rendering
Replies: 5
Views: 956

Re: 0.16.42 graphics bug in font rendering

This is all going to be revamped in [17.0] anyway.
Read FFF-238.

It's be like worrying about a stray coal on the wrong side of a belt in a giant smelter setup when you're going to bulldoze it all anyway to make room for electric smelters.
by Meddleman
Fri May 11, 2018 11:58 pm
Forum: Minor issues
Topic: [kovarex] [0.16.42] minor belt graphic bug
Replies: 7
Views: 950

Re: minor belt graphic bug 16.42

Can confirm in Vanilla [16.42] ezgif-3-6dbbd145f6.gif Not game-breaking or terribly important, just something people with OCD might fuss over. (This isn't a personal jab at anyone, just a general statement :D ) Also, the order in which one places the belts is important, and contrary to OP, the "glit...
by Meddleman
Fri May 11, 2018 6:15 pm
Forum: News
Topic: Friday Facts #242 - Offensive programming
Replies: 51
Views: 10614

Re: Friday Facts #242 - Offensive programming

I like the idea of using offensive programming because its essentially like using mines to rough-up an incoming wave of biters before turrets finish them off, instead of expecting turrets to deal with full HP behemoths. Essentially, much like a crumple zone in a car, you want the game to crash at ti...
by Meddleman
Wed May 09, 2018 11:10 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.41] Missing train path penalty
Replies: 2
Views: 2141

Re: [0.16.41] Missing train path penalty

Does the issue persist using a block signal instead of the look-ahead? Or will the left train simply tailgate the other on its path?

Currently not at home, or I'd test this myself.
by Meddleman
Sun May 06, 2018 8:30 pm
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 172
Views: 24553

Re: Car and train is electric

2. Electrified Rail. [snip] it would add too much "overhead" (read memory usage) to implement. I don't follow. The game already iterates through the rail segments (likely using a much more efficient method than checking every piece) to determine pathways that trains can take. The code is already do...

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