Search found 21 matches
- Mon Jul 02, 2018 1:33 am
- Forum: Railway Setups
- Topic: Autonomous Railcar (Un)loader Tile Blueprint
- Replies: 11
- Views: 6481
Re: Autonomous Railcar (Un)loader Tile Blueprint
Oops, I didn't realize there was a subforum for railway blueprints. Maybe someone can move my post there? Sorry, and thanks.
- Mon Jul 02, 2018 12:24 am
- Forum: Railway Setups
- Topic: Autonomous Railcar (Un)loader Tile Blueprint
- Replies: 11
- Views: 6481
Autonomous Railcar (Un)loader Tile Blueprint
Autonomous Railcar Loader Tile
https://s33.postimg.cc/649hg9ufj/ARLT.png
0eNrtXEtv20YQ/isBz1bKfZI02gIBegxQoO2tCAxaXltEJFIgqTRGoP/epRRLNLXDzAytwEp7iaMHZ3a+ec/u6kt0u9y4dV2UbXT9JSrmVdlE139/iZriocyX3Xvt49pF19Gnom43/p2rqMxX3Rv7b8zeR9urqCjv3OfoWmyvCE ...
https://s33.postimg.cc/649hg9ufj/ARLT.png
0eNrtXEtv20YQ/isBz1bKfZI02gIBegxQoO2tCAxaXltEJFIgqTRGoP/epRRLNLXDzAytwEp7iaMHZ3a+ec/u6kt0u9y4dV2UbXT9JSrmVdlE139/iZriocyX3Xvt49pF19Gnom43/p2rqMxX3Rv7b8zeR9urqCjv3OfoWmyvCE ...
- Wed Jun 20, 2018 6:47 pm
- Forum: Not a bug
- Topic: [16.51] Rocket Launcher(?) Causes Partial Crash
- Replies: 4
- Views: 2203
Re: [16.51] Rocket Launcher(?) Causes Partial Crash
Steam locked up when I exited Civilization IV so I decided to check the on screen keyboard. Sure enough Shift was pressed. I force closed Steam and it went away. Sorry, it seems this is not a problem with Factorio.
- Mon Jun 18, 2018 7:48 pm
- Forum: Not a bug
- Topic: [16.51] Rocket Launcher(?) Causes Partial Crash
- Replies: 4
- Views: 2203
Re: [16.51] Rocket Launcher(?) Causes Partial Crash
Oh, but I didn't press shift + space. My shift key doesn't do this in any other application.Klonan wrote:Pressing shift + space pauses the game simulation and brings up the tile grid, which is what you are experiencing
- Mon Jun 18, 2018 7:06 pm
- Forum: Not a bug
- Topic: [16.51] Rocket Launcher(?) Causes Partial Crash
- Replies: 4
- Views: 2203
[16.51] Rocket Launcher(?) Causes Partial Crash
Hi, this happens every 20-50 hours or so:
https://s33.postimg.cc/4obzd3jkv/2018-06-18_142515.png
I've only ever had it trigger at the exact moment I pressed the spacebar to fire a rocket or nuke. I don't know if other weapons can cause it to occur since the crash is not common.
However, it doesn ...
https://s33.postimg.cc/4obzd3jkv/2018-06-18_142515.png
I've only ever had it trigger at the exact moment I pressed the spacebar to fire a rocket or nuke. I don't know if other weapons can cause it to occur since the crash is not common.
However, it doesn ...
- Mon Jun 18, 2018 12:22 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 74722
Re: Friday Facts #247 - Pricing and its exploits
I think the calculus is quite simple. You were first to market and started out developing a game you love, which has conveyed that love to a wider audience. It's not technically most impressive, it's not the most complex, but it has a lot of potential. Some of that still remains untapped, but you've ...
- Sun Feb 11, 2018 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Blocking a lane on a belt
- Replies: 14
- Views: 9315
Re: Blocking a lane on a belt
I'm not usually the guy who says this sort of thing, because I like progress and change. But... I don't think we need this?
I've run into the "one lane" situation quite a few times because of the way I lay out my assemblers, but I've not yet run into a situation where I'd need to tear stuff up and ...
I've run into the "one lane" situation quite a few times because of the way I lay out my assemblers, but I've not yet run into a situation where I'd need to tear stuff up and ...
- Sun Feb 11, 2018 7:45 am
- Forum: Ideas and Suggestions
- Topic: Power Conductor Limit
- Replies: 18
- Views: 15120
Re: Power Conductor Limit
I stumbled across this idea on a google search. Really cool. Of course, the computational limits imposed by electricity flow simulation are harsh. So here's how you deal with that:
Discount resistance (say, it's a self-balancing grid) so it's possible to treat electricity like an ideal fluid. Now ...
Discount resistance (say, it's a self-balancing grid) so it's possible to treat electricity like an ideal fluid. Now ...
- Sun Feb 11, 2018 12:43 am
- Forum: Ideas and Suggestions
- Topic: Modern Underground Pipes/Belts
- Replies: 4
- Views: 3424
Re: Modern Underground Pipes/Belts
This seems like it would involve a new layer or two in the game. I think that would be a cool idea but you'd need to think about how to visually see what's in underground pipes or underground belts.
You can look for the belts and pipes themselves with the "sonar view" I mentioned before. But you ...
You can look for the belts and pipes themselves with the "sonar view" I mentioned before. But you ...
- Fri Feb 09, 2018 6:08 am
- Forum: Ideas and Suggestions
- Topic: Modern Underground Pipes/Belts
- Replies: 4
- Views: 3424
Re: Modern Underground Pipes/Belts
A pipe is still a pipe, no matter how it's brought into position.
If you're referring to my usage of "tap" that is simply to create a common moniker for the inference of an offshoot of a fluidic transport system. Also, it does have some technical use in pipe layouts... Which makes it relevant if ...
If you're referring to my usage of "tap" that is simply to create a common moniker for the inference of an offshoot of a fluidic transport system. Also, it does have some technical use in pipe layouts... Which makes it relevant if ...
- Fri Feb 09, 2018 5:52 am
- Forum: Ideas and Suggestions
- Topic: Modern Underground Pipes/Belts
- Replies: 4
- Views: 3424
Modern Underground Pipes/Belts
TL;DR
Improved belts and pipes which reflect the increased capabilities of modern versions of these tools.
What ?
The underground conveyor belts and pipes in Factorio are similar to those used in the early 1900s. Older machinery and pipes were limited by things like "gas vents," "maintenance ...
Improved belts and pipes which reflect the increased capabilities of modern versions of these tools.
What ?
The underground conveyor belts and pipes in Factorio are similar to those used in the early 1900s. Older machinery and pipes were limited by things like "gas vents," "maintenance ...
- Thu Feb 08, 2018 2:36 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 89150
Re: Friday Facts #228 - High resolution turrets
Yeah, good job quoting out of context. Next time don't attack people unless you know what you're talking about. Or better yet, don't attack anyone at all.bobucles wrote:Oh. Uh. I guess I'm wrong then. My mistake. I guess I should make more effort to understand things from your perspective.
- Wed Feb 07, 2018 2:39 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 89150
Re: Friday Facts #228 - High resolution turrets
Variety for the sake of variety is called bloat. Reckless bloat only causes balance issues and creates a pointless learning curve for new players.
https://en.wikipedia.org/wiki/Software_bloat
"The term is not applied consistently."
Anyway, I don't need to make a case for a feature for which I ...
https://en.wikipedia.org/wiki/Software_bloat
"The term is not applied consistently."
Anyway, I don't need to make a case for a feature for which I ...
- Wed Feb 07, 2018 6:48 am
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 89150
Re: Friday Facts #228 - High resolution turrets
I don't see how a greater variety of turrets will change anything.
The biggest change is that you'll have a greater variety of turrets. So, there's that.
Ya know, we didn't need water or cliffs either. Heck we didn't even need graphics; the whole game could be in ASCII.
The point of variety is ...
The biggest change is that you'll have a greater variety of turrets. So, there's that.
Ya know, we didn't need water or cliffs either. Heck we didn't even need graphics; the whole game could be in ASCII.
The point of variety is ...
- Wed Jan 10, 2018 1:37 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 453634
Re: Friday Facts #224 - Bots versus belts
While I personally dislike logistic bots, I believe they should stay in the game. To keep them balanced with belts is easy: add a "teleport" structure with a speed and cost similar to that of bots which fits on either end of a belt and feeds or retrieves from an inserter. Call it "pneumatic tube ...
- Mon Nov 13, 2017 3:53 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 52423
Re: Friday Facts #215 - Multithreading issues
Factorio is more subtle than that, inserters don't just have a pick up speed, they have a rotation and elongation speeds so the order, placements and how clumped the items is on the belt will have an effect on the speed of the inserters. Then everything also have to be perfectly deterministic so ...
- Thu Nov 09, 2017 1:58 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 52423
Re: Friday Facts #215 - Multithreading issues
... for things that leave one chunk and enter another, like vehicles etc, they could do with their own memory pool rather than be bound to a chunk (and have to be moved when they move chunks.)
This has probably been discussed already but using the chunk method creates race conditions in entity ...
This has probably been discussed already but using the chunk method creates race conditions in entity ...
- Wed Oct 04, 2017 3:20 pm
- Forum: Duplicates
- Topic: [0.15.34] Ingredient/Inserter mismatch
- Replies: 4
- Views: 1600
[0.15.34] Ingredient/Inserter mismatch
Imputting two different versions of the same item via an inserter will cause the inserter to pick up both items. However, the assembler appears to only accept the original version it was loaded with, even though both can be used to produce the recipe. In the shown test case I was able to jam the ...
- Sun Aug 20, 2017 10:48 am
- Forum: Gameplay Help
- Topic: Walls & Logistics Networks
- Replies: 5
- Views: 2607
Re: Walls & Logistics Networks
Yeah, I haven't gotten to high tech packs yet. I picked "longer research" for my first game because I always futz around like this on my first playthrough. Lol. I've just finished walling in about 10 million iron so I should be good for a while. I was considering using logic gates to drop off 100 at ...
- Sat Aug 19, 2017 1:53 pm
- Forum: Gameplay Help
- Topic: Walls & Logistics Networks
- Replies: 5
- Views: 2607
Re: Walls & Logistics Networks
Thanks!