Search found 81 matches

by Yttrium
Wed Jan 10, 2018 2:07 am
Forum: Not a bug
Topic: [0.16.15] Trains path trough their own occupied blocks
Replies: 2
Views: 1239

Re: [0.16.15] Trains path trough their own occupied blocks

Yeah, exept it can and has caused issues with big trains looping in on themself when they could have avoided it if it recognised itself.
Fixing this would cause many roundabout bases to break...
by Yttrium
Wed Jan 10, 2018 1:40 am
Forum: Not a bug
Topic: [0.16.15] Trains path trough their own occupied blocks
Replies: 2
Views: 1239

[0.16.15] Trains path trough their own occupied blocks

A train does not respect normal train behaviour when a train blocks itself.
Image

Note, it is a proper collision. Bots just repaired the damage.
by Yttrium
Sat May 20, 2017 7:21 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 148878

Re: Friday Facts #191 - Gui improvements

Twinsen, I dont know if you're still reading this section but, why can you move UI elements? You can't build with UI open or have multiple instances of UI open. So, why can you move them?

Has anyone ever used this functionality?
by Yttrium
Fri Oct 21, 2016 9:40 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 50039

Re: Friday Facts #161 - Infinite Research and Blueprint Library

For the pollution Map calculations: you might be able to further optimise it by dividing all the tiles chunks into 60 and always updating one of those chunks pieces. The Advantage is that you don't have to skip so many tiles chunks with each Access which should greatly improve Cache locality and th...
by Yttrium
Sat Oct 01, 2016 2:37 pm
Forum: Resolved Problems and Bugs
Topic: Boiler Misbehaviour
Replies: 19
Views: 27351

Re: Boiler Misbehaviour

I have found alot of weirdness in boilers/steam engines aswell, I have not had the time to post an elaborate bug report about it but what it comes down to is this: in the old version 1 pump, 14 boilers, 10 steam engines would heat the water up to 100 degrees and provide all steam engines with water ...
by Yttrium
Wed Sep 07, 2016 6:07 pm
Forum: Pending
Topic: possible bug with producivity modules
Replies: 3
Views: 1363

Re: possible bug with producivity modules

Is this only with oil? Because you can test it way more accurate with assemblers and items.

My guess is that it is due to rounding errors.
by Yttrium
Wed Aug 24, 2016 7:22 pm
Forum: Duplicates
Topic: [0.13.17]Train signal locking orange
Replies: 6
Views: 3056

Re: [0.13.17]Train signal locking orange

This is not a bug, This is a design flaw. Only use regular signals at the end of a junction. Not at the start The intersection ran flawlessly for 40 minutes before locking when I tried recording the bug. It's not a design problem. Regardless of the position and type of my signals, a yellow signal m...
by Yttrium
Wed Aug 24, 2016 6:52 pm
Forum: Duplicates
Topic: [0.13.17]Train signal locking orange
Replies: 6
Views: 3056

Re: [0.13.17]Train signal locking orange

This is not a bug, This is a design flaw. Only use regular signals at the end of a junction. Not at the start
Looks like some wires got crossed somewhere in the code, the top right signal becomes reserved by error or out of sequence
Are you sure?
by Yttrium
Mon Aug 15, 2016 11:22 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 82855

Re: Friday facts #151 - The plans for 0.14

Would love the nuclear update! its a good fit, we already have "easy to setup, low risk coal power" "Costly, lots of room, no risks solar panels." now we need something that consumes alot of power and generates alot of power for the ones that feel more lucrative.
by Yttrium
Thu Aug 04, 2016 12:49 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.13.13] Watch your Step still not working
Replies: 4
Views: 3133

Re: [Rseding91] [0.13.13] Watch your Step still not working

Do you or have you ever run mods on your save?

It might have something to do with experimental versions or commands you ran. However I have not kept up with whats allowed and not allowed for achievements.
by Yttrium
Fri Apr 29, 2016 3:48 pm
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 41856

Re: Friday Facts #136 - Map Transfers

cube spent some time doing computer stuff
Very informative Friday Fact indeed! Keep it up Kappa
by Yttrium
Thu Apr 14, 2016 1:02 pm
Forum: Spread the Word
Topic: CGP Grey, A factorio fan?
Replies: 1
Views: 2260

CGP Grey, A factorio fan?

CGP Grey is a "youtuber" who explains mostly historical events but also explains common misconceptions, science facts/fiction, recent events and even made a parody on "react world" by the finebros. In his latest video "Should all locks have keys? Phones, Castles, Encryption,...
by Yttrium
Sat Apr 09, 2016 8:37 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 73399

Re: Friday Facts #133 - The train struggle

I had questions about the loader but I can defnitely live with that inserter, It closes the gap between bots and belts without being too OP or too easy to use.

I've always liked belts and inserters more than bots and this could bring inserters back.
by Yttrium
Sat Mar 12, 2016 5:46 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134534

Re: Friday Facts #129 - The late game

Another increase in cargo wagon size? I feel like the 30 we have now is good enough (as in trains dont get too big to handle) but it all depends on what the advanced ore processing is going to do.
by Yttrium
Fri Mar 04, 2016 9:24 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 203697

Re: Friday Facts #128 - Back down to earth

About the 'Loader", Pros: 1) High throughout support for belt loading/unloading. 2) Makes belts (and trains) more relevant in comparison to robots in the late game. 3) Train stations could be more compact and faster to build. 4) High capacity storage based on belts would be easier to build and ...
by Yttrium
Sat Feb 20, 2016 11:08 am
Forum: News
Topic: Friday Facts #126 - Steam Status II and Trains Stuff
Replies: 69
Views: 36931

Re: Friday Facts #126 - Steam Status II and Trains Stuff

[quote="Tomas]view real-time any part of the map covered by radars.[/quote]

Nice, I have my entire base covered by 81+ radars, Now they'll finally be used for something other than watching trains. (Which I do alot)
by Yttrium
Fri Feb 19, 2016 2:33 pm
Forum: Not a bug
Topic: [.12.22] Yellow Inserters Can't Grab From Express Belt
Replies: 4
Views: 3303

Re: [.12.22] Yellow Inserters Can't Grab From Express Belt

I see, I found a quote from kovarex Ok, we decided to close this as not a bug. a) It is direct result of the world simulation logic b) It can be used as mechanics. It has always bugged me because when lines "Back up" the yellow inserters ARE able to grab the Items. I did some more tests an...
by Yttrium
Fri Feb 19, 2016 1:53 pm
Forum: Not a bug
Topic: [.12.22] Yellow Inserters Can't Grab From Express Belt
Replies: 4
Views: 3303

[.12.22] Yellow Inserters Can't Grab From Express Belt

Place a few straight pieces of Express Transport Belts and put a yellow inserter halfway, When dropping Items on any side of the Express Belt the yellow inserter will reach out but will not be able to grab said Item. I'm running the latest (.12.22) version of factorio and have been able to reproduce...
by Yttrium
Sat Feb 06, 2016 8:26 pm
Forum: Show your Creations
Topic: Biggest Lane Rebalancer!
Replies: 17
Views: 38387

Re: Biggest Lane Rebalancer!

These builds remind me very much of the Fast Fourier
Thats because they are!
16 Balancer explained
As you can see a good design requires custom 4, 8 and higher balancers in order to avoid symmetry.

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