Search found 21 matches

by Mekronid
Mon Jul 02, 2018 1:33 am
Forum: Railway Setups
Topic: Autonomous Railcar (Un)loader Tile Blueprint
Replies: 11
Views: 3457

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.
by Mekronid
Mon Jul 02, 2018 12:24 am
Forum: Railway Setups
Topic: Autonomous Railcar (Un)loader Tile Blueprint
Replies: 11
Views: 3457

Autonomous Railcar (Un)loader Tile Blueprint

Autonomous Railcar Loader Tile https://s33.postimg.cc/649hg9ufj/ARLT.png 0eNrtXEtv20YQ/isBz1bKfZI02gIBegxQoO2tCAxaXltEJFIgqTRGoP/epRRLNLXDzAytwEp7iaMHZ3a+ec/u6kt0u9y4dV2UbXT9JSrmVdlE139/iZriocyX3Xvt49pF19Gnom43/p2rqMxX3Rv7b8zeR9urqCjv3OfoWmyvCE/+3ntSkp5813tSkZ78rfek3n64ilzZFm3h9kLvXjzelJvVrau9OIen3...
by Mekronid
Wed Jun 20, 2018 6:47 pm
Forum: Not a bug
Topic: [16.51] Rocket Launcher(?) Causes Partial Crash
Replies: 4
Views: 864

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.
by Mekronid
Mon Jun 18, 2018 7:48 pm
Forum: Not a bug
Topic: [16.51] Rocket Launcher(?) Causes Partial Crash
Replies: 4
Views: 864

Re: [16.51] Rocket Launcher(?) Causes Partial Crash

Klonan wrote:Pressing shift + space pauses the game simulation and brings up the tile grid, which is what you are experiencing
Oh, but I didn't press shift + space. My shift key doesn't do this in any other application.
by Mekronid
Mon Jun 18, 2018 7:06 pm
Forum: Not a bug
Topic: [16.51] Rocket Launcher(?) Causes Partial Crash
Replies: 4
Views: 864

[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't t...
by Mekronid
Mon Jun 18, 2018 12:22 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 36307

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...
by Mekronid
Sun Feb 11, 2018 9:15 pm
Forum: Ideas and Suggestions
Topic: Blocking a lane on a belt
Replies: 14
Views: 3942

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 stuf...
by Mekronid
Sun Feb 11, 2018 7:45 am
Forum: Ideas and Suggestions
Topic: Power Conductor Limit
Replies: 18
Views: 9283

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 we...
by Mekronid
Sun Feb 11, 2018 12:43 am
Forum: Ideas and Suggestions
Topic: Modern Underground Pipes/Belts
Replies: 4
Views: 1321

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. ...
by Mekronid
Fri Feb 09, 2018 6:08 am
Forum: Ideas and Suggestions
Topic: Modern Underground Pipes/Belts
Replies: 4
Views: 1321

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 rele...
by Mekronid
Fri Feb 09, 2018 5:52 am
Forum: Ideas and Suggestions
Topic: Modern Underground Pipes/Belts
Replies: 4
Views: 1321

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," "mai...
by Mekronid
Thu Feb 08, 2018 2:36 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 55873

Re: Friday Facts #228 - High resolution turrets

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. :lol:
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.
by Mekronid
Wed Feb 07, 2018 2:39 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 55873

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 whi...
by Mekronid
Wed Feb 07, 2018 6:48 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 55873

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 to k...
by Mekronid
Wed Jan 10, 2018 1:37 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 181248

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 "pne...
by Mekronid
Mon Nov 13, 2017 3:53 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 25949

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 si...
by Mekronid
Thu Nov 09, 2017 1:58 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 25949

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/chun...
by Mekronid
Wed Oct 04, 2017 3:20 pm
Forum: Duplicates
Topic: [0.15.34] Ingredient/Inserter mismatch
Replies: 4
Views: 630

[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 ins...
by Mekronid
Sun Aug 20, 2017 10:48 am
Forum: Gameplay Help
Topic: Walls & Logistics Networks
Replies: 5
Views: 1106

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 ...
by Mekronid
Sat Aug 19, 2017 1:53 pm
Forum: Gameplay Help
Topic: Walls & Logistics Networks
Replies: 5
Views: 1106

Re: Walls & Logistics Networks

Thanks!

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