Search found 28 matches

by VuiMuich
Tue Oct 29, 2019 8:44 pm
Forum: Ideas and Suggestions
Topic: Blueprint chunking for bot batch placement of entities
Replies: 8
Views: 175

Re: Blueprint chunking for bot batch placement of entities

Yup, that’s exactly the point why I deemed the optimization might as well happen in a “very slow” pace which is extremely cpu efficient because in the worst case for a while you could be as slow as without ghost groups, but could end up way faster in the end.
by VuiMuich
Tue Oct 29, 2019 5:28 am
Forum: Ideas and Suggestions
Topic: Move Chat Window
Replies: 2
Views: 68

Re: Move Chat Window

Imo chat-on-top would be a visually bad choice. Why not force a line break by the border of the toolbar?
by VuiMuich
Mon Oct 28, 2019 7:06 pm
Forum: Ideas and Suggestions
Topic: Blueprint chunking for bot batch placement of entities
Replies: 8
Views: 175

Re: Blueprint chunking for bot batch placement of entities

But I think there is too much work that can only be done at placement time. Like checking which parts of the blueprint are in what construction network. On the other hand if you simply group all ghosts in the same chunk you get a nice benefit for any large building projects at little to no cpu cost...
by VuiMuich
Mon Oct 28, 2019 1:39 pm
Forum: Ideas and Suggestions
Topic: Blueprint chunking for bot batch placement of entities
Replies: 8
Views: 175

Re: Blueprint chunking for bot batch placement of entities

Sorry, I tried to find WHY you want to do assign bots to chunks. I also think there is a “not so good” 8-) usage of the word “chunk” which means in a Factorio an area of 32x32 tiles. Do you think you can explain your idea in two sentences? Ok, maybe I should have elaborated more on what a chunk wou...
by VuiMuich
Sun Oct 27, 2019 6:27 pm
Forum: Ideas and Suggestions
Topic: Blueprint chunking for bot batch placement of entities
Replies: 8
Views: 175

Blueprint chunking for bot batch placement of entities

I already sketched this idea in the #318 FFF thread , but I figured it was not quite understandable, what my idea actually was, so here I want to propose it again in a proper way. TL;DR: the basic idea is to subdivide a blueprint into chunks. Bots don't get assigned to build entities directly, but g...
by VuiMuich
Fri Oct 25, 2019 4:31 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 116
Views: 9610

Re: Friday Facts #318 - New Tooltips

I don’t know how expensive this might get with really big blueprints, but what about fracturing a blueprint internally into chunks withe the amount of bots varying size entities of the same entity. This could happen on blueprint creation and be stored in the blueprint so it’s only expensive once. Pl...
by VuiMuich
Fri Sep 20, 2019 4:40 pm
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 7604

Re: Friday Facts #313 - Light at the end of the bug tunnel

:lol: the new landfill looks like waffles, it's great!!

Thanks for always being open to community input.
by VuiMuich
Wed Mar 13, 2019 11:00 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.17.9] Rich text tags can't be deleted
Replies: 6
Views: 840

Re: [wheybags] [0.17.9] Rich text tags can't be deleted

Oh, then you probably need a capable intern to go through this hell :twisted: It will be a good lesson for any upcoming developer. If the urge for Mac developers wouldn’t be so big it also would be a good job application test ;) And ofc it was actually to obvious that you implemented it the way it i...
by VuiMuich
Wed Mar 13, 2019 7:20 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.17.9] Rich text tags can't be deleted
Replies: 6
Views: 840

Re: [wheybags] [0.17.9] Rich text tags can't be deleted

Will the 200 character limit be increase on train stations? Its going to get used up fast with all the Rich Text people are starting to use. Maybe for rich text entity icons a conversion to to Unicode glyphs with use of the UTF+16 PUA could be a solution. Iirc Unicode is implemented anyway for supp...
by VuiMuich
Fri Mar 01, 2019 6:03 am
Forum: Ideas and Suggestions
Topic: [0.17.x] Console command to unlock Research Queue
Replies: 5
Views: 313

[0.17.x] Console command to unlock Research Queue

Please add a /unlock-research-queue similar to the /unlock-quick-bar to add this to maps already started with out the option checked at mapgen. The necessity mostly arises with maps converted from versions prior to 0.17 where Rocket has not been launched yet. But also for maps where it simply was mi...
by VuiMuich
Thu Feb 28, 2019 8:48 pm
Forum: Ideas and Suggestions
Topic: [0.17.x] Quick Put in Crafting Machine Menu tweak
Replies: 0
Views: 76

[0.17.x] Quick Put in Crafting Machine Menu tweak

I assume behind the name "quick put" (took it from the screenshots generated by the NPE campaign) are basically three general mechanics: putting items into machines by dropping them onto entities (assemblers, furnaces, burners etc.) by ctrl-leftclick for all items in hand and ctrl-rightclick for hal...
by VuiMuich
Thu Feb 28, 2019 6:58 pm
Forum: Ideas and Suggestions
Topic: [0.17.x] Toolbar Tweaks
Replies: 7
Views: 339

Re: [0.17.x] Toolbar Tweaks

I want to suggest another possible solution for (re)arranging the shortcuts in the quickbar: click+hold-drag moves shortcut ctrl-click+hold-drag copies shortcut to delete item drag to space outside the quickbar border I think this resembles common workflow for moving and copying items and therefore ...
by VuiMuich
Thu Feb 28, 2019 4:38 pm
Forum: Releases
Topic: Version 0.17.2
Replies: 50
Views: 18696

Re: Version 0.17.2

Forgot to mention, I love the new quickbar. Just doesn't work the way I feel is intuitive. I think I should be able to move the links around without it making duplicates of the same link. So, I think it should work something like the quickbar in 0.16.51. Also, I feel it's more intuitive to allow me...
by VuiMuich
Thu Feb 28, 2019 4:30 pm
Forum: Releases
Topic: Version 0.17.2
Replies: 50
Views: 18696

Re: Version 0.17.2

In version 0.16.51, when you open an assembler to make gears, and you have 100 iron plates in your Quickbar (the right terminology), you can ctrl-rightclick on that icon, you throw in 50 iron plates into the assembler. Ah, now i see, what you are missing. Then, you can open another assembler that m...
by VuiMuich
Thu Feb 28, 2019 3:20 pm
Forum: Releases
Topic: Version 0.17.2
Replies: 50
Views: 18696

Re: Version 0.17.2

Neither the Steam version nor the downloaded version will launch on Mac OS X 10.11.6 (El Cap) factorio cannot be opened because of a problem. Check with the developer to make sure factorio works with this version of OS X. You may need to reinstall the application. Be sure to install any available u...
by VuiMuich
Thu Feb 28, 2019 3:18 pm
Forum: Releases
Topic: Version 0.17.2
Replies: 50
Views: 18696

Re: Version 0.17.2

I think it should be made easier for one to insert stuff into assemblers, miners, etc, from the "links" when the assembler properties are opened. Like in previous version, you can control-click or control-right-click for half, and whammo, it goes into the assembler ingredients. Now, you gotta find ...
by VuiMuich
Wed Feb 27, 2019 6:27 pm
Forum: Releases
Topic: Version 0.17.2
Replies: 50
Views: 18696

Re: Version 0.17.2

brunzenstein wrote:
Wed Feb 27, 2019 6:17 pm
Like in 0.17.1 also 0.17.2 Mac version won't auto update but requests endlessly to update - I have to download the game anew from WUBE's website
Hopefully this:
Fixed that checking for updates could crash the game. (65264)
by VuiMuich
Wed Feb 27, 2019 5:30 pm
Forum: Duplicates
Topic: [0.17.0][macOS] Fails updating to 0.17.1
Replies: 1
Views: 58

[0.17.0][macOS] Fails updating to 0.17.1

Hi, the in-app Updater fails to update. The download popup is visible for a split second bevor the game restart without the update happening. to me this looks different to the other reported updater issues. Sorry if nonetheless considered double-report. Cheers, -VuiMuich factorio-previous Update_to_...
by VuiMuich
Fri Jan 18, 2019 3:57 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 18688

Re: Friday Facts #278 - The new quickbar

For the ghost cursor could we please get an option to auto place items in your inventory that are within reaching distance onto ghosts. This would help the players that might get confused by the ghosts as a placeholder for future placements. You could use the nanobots mod. In vanilla this would mak...
by VuiMuich
Fri Jan 18, 2019 3:50 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 18688

Re: Friday Facts #278 - The new quickbar

Amegatron wrote:
Fri Jan 18, 2019 3:28 pm
Why do people want to persist quickbar pages […]?
It might actually Handy if you join a late game l server and have your items where you are accustomed to.

In early game I see as well as you no actual benefit.

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