Search found 193 matches

by Omnifarious
Fri Dec 27, 2019 5:45 am
Forum: Railway Setups
Topic: Four-way roundabout junction (hopefully deadlock-free)
Replies: 18
Views: 5771

Re: Four-way roundabout junction (hopefully deadlock-free)

I just created a 4 way roundabout junction that isolates the inner and outer rings. I don't have a picture handy, but here's the blueprint string: 0eNqdWtlO20AU/Rc/J2ju7JNfqVBFwaKWwKAkoCLEvzcLcQm57pwzTygQH47vvr13vx5e+uf1MG671Xs33D6Nm271473bDPfjzcP+d9u3575bdcO2f+wW3XjzuP+0vhkeuo9FN4x3/Z9uJR/Xi64ft8N2...
by Omnifarious
Thu Dec 12, 2019 3:17 pm
Forum: Ideas and Suggestions
Topic: [0.15] Preventing train rerouting when disabling a stop
Replies: 8
Views: 1202

Re: [0.15] Preventing train rerouting when disabling a stop

What I would love to see is an extension of the Enable/Disable logic: Send a train stop a value (rather than a bool) for how many trains are allowed to path toward it at that moment. I'm not sure how efficiently that could be implemented, but it would be a huge step toward logistic network trains i...
by Omnifarious
Thu Dec 12, 2019 6:42 am
Forum: Modding interface requests
Topic: Limit trains routed to a stop
Replies: 4
Views: 246

Re: Limit trains routed to a stop

This is actually something mentioned before, by myself and others: https://forums.factorio.com/viewtopic.php?p=258253#p258253 Given how much of a minefield train logic is, I wouldn't put too much weight on it happening...but it would be nice if there were a clean solution. Thanks for pointing me at...
by Omnifarious
Tue Dec 10, 2019 2:06 pm
Forum: Modding interface requests
Topic: Limit trains routed to a stop
Replies: 4
Views: 246

Re: Limit trains routed to a stop

Does anybody have any opinions on this? This seems like a fairly simple primitive, that if implemented, would enable a lot of things.
by Omnifarious
Sun Dec 08, 2019 10:02 am
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 12961

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Yes, there is a toggle in the graphics settings. Though it pains my heart a little to see people jumping to turn it off - I hope you'll give it a chance at least :) Don't worry. I really like the tree animation and I won't be turning it off. I think some people just have very specific sensory issue...
by Omnifarious
Sun Dec 01, 2019 8:12 pm
Forum: Modding interface requests
Topic: Limit trains routed to a stop
Replies: 4
Views: 246

Limit trains routed to a stop

There is fundamental functionality that I feel is missing in Factorio that (given my very limited knowledge of the game internals) seems like it wouldn't be too hard to implement. This missing functionality results in mods that I think do too much (Train Supply Manager and Logistics Train Network) o...
by Omnifarious
Sat Oct 19, 2019 12:58 pm
Forum: Releases
Topic: Version 0.17.70
Replies: 32
Views: 7891

Re: Version 0.17.70

I would like to report that your signing efforts worked on the Mac. I've had a really difficult time with getting previous versions to work on a particular Mac that has had some really locked down policies because of my workplace. I had no such difficulties with the new version of the dmg. So, your...
by Omnifarious
Sat Oct 19, 2019 1:22 am
Forum: Releases
Topic: Version 0.17.70
Replies: 32
Views: 7891

Re: Version 0.17.70

I would like to report that your signing efforts worked on the Mac. I've had a really difficult time with getting previous versions to work on a particular Mac that has had some really locked down policies because of my workplace. I had no such difficulties with the new version of the dmg. So, your ...
by Omnifarious
Mon Sep 09, 2019 12:42 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 116851

Re: [MOD 0.17+] Industrial Revolution (WIP)

There's nothing in the EULA to prevent it as far as I know. I did experiment with Patreon but their model implies an ongoing commitment to work on something and it didn't really feel appropriate. If I could find a way to take one-off donations without broadcasting my real-world identity I'd be all ...
by Omnifarious
Fri Aug 16, 2019 11:28 am
Forum: Resolved Problems and Bugs
Topic: [0.17.65] Lab GUI research doesn't change when research changes
Replies: 1
Views: 497

[0.17.65] Lab GUI research doesn't change when research changes

If you have the GUI for the lab open when the research changes, the research showing in the lab GUI doesn't change. If you close the lab GUI and re-open it again, it does change. This can be easily caused with the research queue.

KoS originally discovered this bug on her "Winds of Change" series.
by Omnifarious
Wed Aug 14, 2019 4:15 pm
Forum: Releases
Topic: Version 0.17.65
Replies: 32
Views: 7380

Re: Version 0.17.65

KoS found a bug that I suspect would be simple to fix... If the research queue is active and a new research starts while you have the lab gui open, the icon for the current research in the lab GUI isn't updated. I haven't tested, but I suspect that in multiplayer you could make the same thing happen...
by Omnifarious
Sat Jul 27, 2019 8:35 am
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 13910

Re: Version 0.17.59

My point is that they are still more likely to try and get as much such game affecting things in before the first stable. (For instance there were hardly any such changes between the last two 0.16 stables : funnily enough, the most "controversial" change was the change for battery graphics, which t...
by Omnifarious
Sat Jul 27, 2019 4:03 am
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 13910

Re: Version 0.17.59

You might have had a point if at least one stable 0.17 had already been released... (EDIT: I'm suspecting that they are wrapping up for it, and considering what kind of big changes they have to do now - considering that the next opportunity will be only in 0.18...) Based on their communications, I'...
by Omnifarious
Fri Jul 26, 2019 12:38 am
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 13910

Re: Version 0.17.59

That didn't stop them before, nor is it the proper way to garner trust and support from the community by intentionally ruffling their feathers for "thought experimentation". It was simply a bad call and people called them out on it since this community is passionate about this game they sunk thousa...
by Omnifarious
Wed Jul 24, 2019 7:23 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 47381

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

I'm fine with some of the other technologies being moved behind blue science, and I think rocket fuel should be there too. It feels too powerful to get it with just red and green science. It's caused me to avoid doing anything significant with trains until I've researched it. Moving it behind blue ...
by Omnifarious
Wed Jul 24, 2019 4:19 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 47381

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

Surprise surprise though, the solution is already here. Construction Drones, a wonderful mod by *cough* a dev *cough*, unlocks this automation early, although probably too early. I propose having an early con bot like the construction drones unlockable, not at red science as in the mod, but in the ...
by Omnifarious
Tue Jul 23, 2019 5:56 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 47381

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

"understanding fluid backup is the key to efficiency, not the key to progression" - well put, good point. Though I see the solution differently. How about this: make all 3 outputs somewhat independent of each other: whenever at least one of the outputs reaches 0, then refinery takes another portion...
by Omnifarious
Tue Jul 23, 2019 4:41 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 47381

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

(this is not to say I completely agree with the change (well, I mostly do), and I may be biased because I've never used coal liquefaction and don't really care about getting solid fuel until it's strictly required, and always struggled with my base dying when light & heavy oil backed up since it ha...
by Omnifarious
Tue Jul 23, 2019 3:51 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 47381

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

You didn't read hard enough. They returned obstacle avoidance for rail building. A feature I sorely miss, as well as many other people. As they figured out before the FFF and even in a release before the FFF. Figures. No, the change to bring back obstacle avoidance has not yet been released. Yes, K...
by Omnifarious
Tue Jul 23, 2019 2:02 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 47381

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

In this very same FFF we see a change reversed as the result of past feedback. They reverted nothing. they just added pause ticks again. You didn't read hard enough. They returned obstacle avoidance for rail building. A feature I sorely miss, as well as many other people. I've been critical of the ...

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