Search found 21 matches

by FeepingCreature
Sat Mar 06, 2021 9:14 am
Forum: Ideas and Suggestions
Topic: Train entering conditions
Replies: 3
Views: 1471

Re: Train entering conditions

I'm working around this in my game by just always sending trains to the trainyard in-between other stations. That has the advantage of also allowing them to refuel there. But it would be nice if I could define the trainyard as a "fallback station" for a stop, so if we can go straight to th...
by FeepingCreature
Sat Dec 26, 2020 1:50 am
Forum: Not a bug
Topic: [1.1.5] new train behaviour introduce refuel problem
Replies: 5
Views: 2578

Re: [1.1.5] new train behaviour introduce refuel problem

Aw, but I really want it to be a bug :( - ;)

Could there be a wait condition "Until next station is free"? That way it would still be counted as "stopped" at the station where it can refuel.
by FeepingCreature
Wed Feb 22, 2017 10:16 pm
Forum: Pending
Topic: [0.14.22] random desync
Replies: 1
Views: 1123

[0.14.22] random desync

I wasn't doing anything particularly interesting at the time, just looking at the power stats.

This is from a client/server game running on localhost. No mods.

https://drive.google.com/open?id=0B2BGd ... VV5Y0FhN3c
by FeepingCreature
Sun Sep 18, 2016 2:26 am
Forum: Duplicates
Topic: [0.14.7] Crash in "Train::requestPath" (mac)
Replies: 4
Views: 1856

Re: [0.14.7] Crash in "Train::requestPath" (mac)

Got this on Linux as well, in a slightly different situation: this one happens when you place a rail in the gap, connecting the train line. Perfectly reproducible. Stock, no mods. Save attached. It doesn't happen if I switch the train to manual, place the rail, then switch it to automatic. 94.217 Er...
by FeepingCreature
Sat Sep 17, 2016 3:57 pm
Forum: Duplicates
Topic: [0.14.5] Train is stuck and won't repath (save)
Replies: 6
Views: 2976

Re: [0.14.5] Train is stuck and won't repath (save)

I see this has been sorted into "Duplicates"; maybe it should be added to the "Known Issues" list?
by FeepingCreature
Tue Sep 13, 2016 6:40 pm
Forum: Duplicates
Topic: [0.14.5] Train is stuck and won't repath (save)
Replies: 6
Views: 2976

Re: [0.14.5] Train is stuck and won't repath (save)

I think the correct behavior is to recalculate train paths when 1) your preferred way is blocked, and 2) any of the exit signals of the next block of the preferred route, not just the signals on the preferred route itself, change state. That way it should notice that the adjacent queue spots had bec...
by FeepingCreature
Tue Sep 13, 2016 12:54 pm
Forum: Duplicates
Topic: [0.14.5] Train is stuck and won't repath (save)
Replies: 6
Views: 2976

[0.14.5] Train is stuck and won't repath (save)

I have a mixed smelting area with multiple stations (copper load/metal load/ore unload), and a combined waiting area before it, of the sort >---[chain]--\----[signal]--[queue 1]--[chain]----/----\----[signal]-[copper load]-> \---[signal]--[queue 2]--[chain]---/ \---[signal]-[iron load]---> \--[signa...
by FeepingCreature
Tue Aug 25, 2015 11:19 pm
Forum: Ideas and Suggestions
Topic: Freeze prevention on MP download/join
Replies: 7
Views: 8032

Re: Freeze prevention on MP download/join

Easier: just have the new client buffer packets, then fast-forward when it finishes the download.
by FeepingCreature
Tue Jul 07, 2015 12:18 pm
Forum: Gameplay Help
Topic: A Detailed Look at a Bidirectional Three-way Train Intersection
Replies: 11
Views: 41384

Re: A Detailed Look at a Bidirectional Three-way Train Intersection

I've improved the help text somewhat. Is it easier to use and understand like this?

[edit] Added an example picture too.
by FeepingCreature
Mon Jul 06, 2015 11:55 am
Forum: Gameplay Help
Topic: A Detailed Look at a Bidirectional Three-way Train Intersection
Replies: 11
Views: 41384

Re: A Detailed Look at a Bidirectional Three-way Train Intersection

I ported the code to JavaScript! Also added a small optimization that made it a whole lot faster (to avoid checking the same train state twice).

http://feepingcreature.github.io/trainsearch.html

This is now the official version. I'll add it to the initial post.
by FeepingCreature
Tue Jun 16, 2015 11:49 pm
Forum: Gameplay Help
Topic: A Detailed Look at a Bidirectional Three-way Train Intersection
Replies: 11
Views: 41384

Re: A Detailed Look at a Bidirectional Three-way Train Intersection

It was actually written in Neat ( https://github.com/FeepingCreature/fcc ), my own language! The syntax is largely compatible with D, so that's why I usually use that highlighting option. Somebody who knows D can probably convert this program to D in a few minutes. I don't think this is feasible to ...
by FeepingCreature
Tue May 12, 2015 11:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.22] PNGs are too big, and problematic
Replies: 3
Views: 2154

Re: PNGs are too big, and problematic

Oh, good. Thanks.

In that case, devs: please don't forget to fix this for 0.12! :)
by FeepingCreature
Mon May 04, 2015 10:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.22] PNGs are too big, and problematic
Replies: 3
Views: 2154

[0.11.22] PNGs are too big, and problematic

When you start up Factorio on Linux, you may get a bunch of libpng warnings along the lines of "libpng warning: iCCP: known incorrect sRGB profile". From googling, this is because Photoshop actually puts weird invalid sRGB profiles in the PNGs it saves. (source https://wiki.archlinux.org/i...
by FeepingCreature
Mon Mar 09, 2015 3:06 am
Forum: Gameplay Help
Topic: A Detailed Look at a Bidirectional Three-way Train Intersection
Replies: 11
Views: 41384

A Detailed Look at a Bidirectional Three-way Train Intersection

Update ! The Intersection Checker has been ported to Javascript and is now available here: http://feepingcreature.github.io/trainsearch.html Train intersections in Factorio are easy to get wrong. In this post, I'll give an example of a naive approach that fails, show why it fails, then demonstrate ...
by FeepingCreature
Wed Jan 07, 2015 8:32 am
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 77613

Re: [0.11.x] Factorio Maps

Okay, to clear up some confusion. pngquant is a "lossy PNG compression" tool. It does something fundamentally different from an image editor. Usually, with an image editor, you want to save your PNG in full quality. PNG is a lossless format, so the only tweaks you can do to reduce size are...
by FeepingCreature
Wed Jan 07, 2015 4:54 am
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 77613

Re: [0.11.x] Factorio Maps

Hey, useful info: if you use pngquant (http://pngquant.org/) you can usually significantly reduce the size of the generated PNGs for little to no quality loss.

I got my map data from 750MB to 110MB in exchange for slightly wrong colors.
by FeepingCreature
Fri Jan 02, 2015 9:05 pm
Forum: General discussion
Topic: Do you sometimes get annoyed at train stop names?
Replies: 11
Views: 5552

Re: Do you sometimes get annoyed at train stop names?

Good question, and I have no idea. Depends on how the game stores and exchanges station information internally? If the clients just send inputs to each other, the naming should be purely decorative.
by FeepingCreature
Fri Jan 02, 2015 6:46 pm
Forum: General discussion
Topic: Do you sometimes get annoyed at train stop names?
Replies: 11
Views: 5552

Do you sometimes get annoyed at train stop names?

I realize the crucial importance of backers in getting the game this far. Nonetheless, here's a shell script to replace the list of backer names with a list of English towns taken from Wikipedia. Save into your factorio folder and run with /bin/sh rulebritannia.sh #!/bin/sh BACKERS=data/core/backers...
by FeepingCreature
Tue Dec 16, 2014 9:41 am
Forum: General discussion
Topic: production flow graph tool
Replies: 10
Views: 7246

Re: production flow graph tool

I apologize for that! I'd messed up my port forwarding when I rebooted my router and server, somehow, and didn't notice for a while. It should be back now.
by FeepingCreature
Sun Dec 14, 2014 12:50 pm
Forum: General discussion
Topic: production flow graph tool
Replies: 10
Views: 7246

Re: production flow graph tool

If you select petroleum-gas, why does it use the light oil cracking recipe but not the heavy oil cracking recipe as well? Ah, sorry about that, the code was aborting at the first recipe producing an output. I've changed it to check every recipe; it should show heavy-oil-cracking as well now. Also: ...

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