Search found 23 matches

by TheOnefinn
Thu Jun 06, 2019 11:23 am
Forum: General discussion
Topic: The new (enemy) graphics look sterile
Replies: 22
Views: 11037

Re: The new (enemy) graphics look sterile

mudcrabempire wrote: Sat May 25, 2019 4:44 pm The "long, thin leg" patent which is typical for many insects (insects are small!) simply cannot physically support creatures of that size.
what makes you think that gravity is anywhere near earth like?
by TheOnefinn
Mon Mar 25, 2019 12:08 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags]Image codes's length not correctly considered for train station names
Replies: 13
Views: 9868

Re: [wheybags]Image codes's length not correctly considered for train station names

It's not doing source "script". Its a markup language , referring to the markup source as script is correct usage of the word, its not a full programming language but it still uses text based (ie script) markup to convey additional information (I want an icon printed, not the text itself)...
by TheOnefinn
Thu Mar 21, 2019 2:29 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags]Image codes's length not correctly considered for train station names
Replies: 13
Views: 9868

Re: [wheybags]Image codes's length not correctly considered for train station names

wheybags wrote: Thu Mar 21, 2019 2:17 pm We're not savages, we use std::string :p
ahh uncontrolled allocations and heap fragmention it is then!

(I joke, I joke! ;) )
by TheOnefinn
Thu Mar 21, 2019 2:05 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags]Image codes's length not correctly considered for train station names
Replies: 13
Views: 9868

Re: [wheybags]Image codes's length not correctly considered for train station names

It's not really a bug, and the character count for each image tag is not likely to change, but we will probably bump the limit to account for this. Ideally the intuitive behaviour would be for the limit to apply to the rendered characters (ie icons) rather than the source "script" since a...
by TheOnefinn
Wed Mar 07, 2018 12:26 pm
Forum: Not a bug
Topic: [0.16.27] Circuit opened train signal lets train with lowest ID always drive first
Replies: 13
Views: 5078

Re: [0.16.27] Circuit opened train signal lets train with lowest ID always drive first

Why is this considered not a bug? Because this issue is apparently on edge between "Won't fix." and "Not a bug". I would classify it rather as "Won't fix.", but impact of this classification is minor. I dont understand. I dont understand why its been deemed that the FI...
by TheOnefinn
Mon Mar 05, 2018 7:42 am
Forum: Not a bug
Topic: [0.16.27] Circuit opened train signal lets train with lowest ID always drive first
Replies: 13
Views: 5078

Re: [0.16.27] Circuit opened train signal lets train with lowest ID always drive first

Technically speaking not a bug, as it's working right now per design. So it's a design flaw in the train prioritising calculation for circuit-controlled signals. A bug isn’t only when the implementation doesn’t match the design, the design can be “bugged” too. Right now it’s inconsistent, unintuiti...
by TheOnefinn
Sat Mar 03, 2018 3:49 pm
Forum: Not a bug
Topic: [All versions] Fuel energy value
Replies: 6
Views: 2955

Re: [All versions] Fuel energy value

Are you using the in game clock mod to see the time of the day? Other than what clocks we make from circuits and the day/night cycle, there is no indication of units of time passing in game. You’ve assumed that in game time is sped up up somehow, when that assumption is baseless. Physically the plan...
by TheOnefinn
Fri Mar 02, 2018 3:01 pm
Forum: Not a bug
Topic: [0.16.27] Circuit opened train signal lets train with lowest ID always drive first
Replies: 13
Views: 5078

Re: Which train goes first at multiple entrances to a block ?

Ok after doing some more testing with a constant combi hooked up the that bottom signal and manually toggling it on and off, it seems like when a signal goes green from a circuit change the train with the lowest train ID is released. When the signal goes green "naturally", the longest wait...
by TheOnefinn
Fri Mar 02, 2018 2:33 pm
Forum: Not a bug
Topic: [0.16.27] Circuit opened train signal lets train with lowest ID always drive first
Replies: 13
Views: 5078

Re: Which train goes first at multiple entrances to a block ?

Removing the circuitry on the bottom fixes it. Yup, I confirm that, also I just noticed that the 2 trains that get stuck have the highest train IDs for them all. So is this a bug? Shouldn't the train that gets picked be the same whether the signal is circuit controlled or not? (I'm only controlling...
by TheOnefinn
Fri Mar 02, 2018 1:44 pm
Forum: Not a bug
Topic: [0.16.27] Circuit opened train signal lets train with lowest ID always drive first
Replies: 13
Views: 5078

Re: Which train goes first at multiple entrances to a block ?

I always end up with 2 trains that sit and wait in stacker forever. The left station is unloading the petrol, the top 2 stations are just fillers to test the setup. The bottom circuitry is a simple latch to hold the red signal closed unless petrol < 30k IIRC, the top circuitry is just to prioritise ...
by TheOnefinn
Thu Mar 01, 2018 8:47 pm
Forum: Not a bug
Topic: [0.16.27] Circuit opened train signal lets train with lowest ID always drive first
Replies: 13
Views: 5078

[0.16.27] Circuit opened train signal lets train with lowest ID always drive first

I was playing around with a prospective stacker design and noticed that in the version built around chain signals only I ended up with some trains that always lost the race for a spot at the real station opening and sat there waiting forever in the stackerwhilst newer trains arrived and jumped the q...
by TheOnefinn
Thu Mar 01, 2018 8:10 pm
Forum: Gameplay Help
Topic: Inverting circuit signal
Replies: 9
Views: 7352

Re: Inverting circuit sign

You would have to manually construct a signal with everything set to 1 (eg by chaining constant combis with a batch in each) then you can subtract your input signal from your “all signal” wire (you want -1 in each of your input signals) and anything that’s > 0 will be your result. You're assuming th...
by TheOnefinn
Wed Feb 28, 2018 7:04 pm
Forum: Gameplay Help
Topic: robot logistics requests
Replies: 7
Views: 4302

Re: robot logistics requests

To make things more confusion, this is not the case when providing the player with items from the Logistic Network, you will always provide the exact number you request (to prevent overfilling stacks and flooding your inventory I guess). Are you sure on the last part? I haven’t tried on 16.x but on...
by TheOnefinn
Sun Feb 25, 2018 8:29 am
Forum: Not a bug
Topic: [0.16.25] Belt decompresses after double splitter.
Replies: 12
Views: 5305

Re: [0.16.25] Belt decompresses after double splitter.

The left-most splitter is already receiving 40/s to which it can distribute its items, meaning that there's nothing to split. Instead, it becomes a merger but there's nothing to merge because, it is receiving 40/s. Its not receiving 40 items/s it's receiving 60 (although it doesnt know that, all it...
by TheOnefinn
Fri Feb 23, 2018 4:52 pm
Forum: Not a bug
Topic: [0.16.25] Belt decompresses after double splitter.
Replies: 12
Views: 5305

Re: [0.16.25] Belt decompresses after double splitter.

Splitters cant feed information back up the production line, your logic is that since there is only output for one belt, then the bottom splitter should use the entirety of the bottom belt and let the top one "spill out", how does it know which of the 2 belts its supposed to take from? You...
by TheOnefinn
Tue Feb 20, 2018 8:57 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.20] Items on belt jump ahead when placing nearby belts
Replies: 11
Views: 7512

Re: [kovarex] [16.20] Items on belt jump ahead when placing nearby belts

It probably makes little difference to belts as a transport medium, but it really hurts belts as a communication medium, I was experimenting with encoding information in belts and the conclusion I came to is it’s just not worth playing with in its current form. If nothing else it just looks kinda ug...
by TheOnefinn
Sat Feb 17, 2018 7:58 am
Forum: Gameplay Help
Topic: Struggling to achieve desired result displaying belt t/put
Replies: 4
Views: 2856

Re: Struggling to achieve desired result displaying belt t/put

845CD350-8394-4674-917B-3E2EE950B3CE.jpeg This is what I use, it gives a running average over the interval specified, in the example here 60 ticks means it shows the items per second averaged over a second. If you wanted items per minute averaged over a minute then change all the 60s to 3600s. If y...
by TheOnefinn
Wed Feb 07, 2018 9:53 am
Forum: Gameplay Help
Topic: Full throughput belt compression with buffered merge
Replies: 0
Views: 3036

Full throughput belt compression with buffered merge

So the problem is priotity splitters dont do that great of a job at full belt speed with a pulsed input since it has no buffer. Probably the most likely time you'll encounter this is an unloading station and high inserter stack sizes, and you want to maximise unload speed to belts. I was playing aro...
by TheOnefinn
Sat Feb 03, 2018 6:09 am
Forum: Pending
Topic: [kovarex][16.21] splitter filter priority lane stops non-priority
Replies: 13
Views: 6909

Re: [kovarex][16.21] splitter filter priority lane stops non-priority

In my case I'd like a slightly different behaviour as an option, what I'd like is the priority output for one resource to be in one direction, and the priority output for the other to be the opposite. For an input that has exactly two different kinds of items this is exactly how it already behaves ...

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