Search found 24 matches
- Fri Nov 08, 2024 7:23 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 17150
Re: Friday Facts #436 - Lost in Translation
Wouldn't unicode normalization solve this problem (Thinking of NFKD)? This might need a link to libicu, but should solve almost all these problems.
I'm guessing that's what Hrusa referred to here :
Out-of-the-box solutions are usually bloated to accommodate edge cases for many scripts and ...
- Fri Nov 08, 2024 7:04 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 17150
Re: Friday Facts #436 - Lost in Translation
Oh man, we added bidi text to our engine a couple years ago and it was such a pain, Mac/Win/Lin: VS Code, Notepad++, Textedit, and Sublime would tie themselves in knots when you started trying to form bidi strings, and trying to make mouse selections?
Since we don't have mods, I get the luxury of ...
Since we don't have mods, I get the luxury of ...
- Fri Nov 08, 2024 7:02 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 17150
Re: Friday Facts #436 - Lost in Translation
Oh man, we added bidi text to our engine a couple years ago and it was such a pain, Mac/Win/Lin: VS Code, Notepad++, Textedit, and Sublime would tie themselves in knots when you started trying to form bidi strings, and trying to make mouse selections?
Since we don't have mods, I get the luxury of ...
Since we don't have mods, I get the luxury of ...
- Wed Oct 17, 2018 5:41 am
- Forum: Technical Help
- Topic: Lan-play perf issue
- Replies: 3
- Views: 1958
Re: Lan-play perf issue
Her UPS , like mine, holds steady at 60, with the occasional flicker of 59.9. Her FPS generally hovers around 60 but dips down to 15, but the show-time-usage says render is generally 4/4.5/20 and update is 5/3/7.
I used ETW and WinDebug and even when her FPS drops to 15, CPU use doesn't go above 30 ...
I used ETW and WinDebug and even when her FPS drops to 15, CPU use doesn't go above 30 ...
- Sun Oct 14, 2018 11:52 pm
- Forum: Technical Help
- Topic: Lan-play perf issue
- Replies: 3
- Views: 1958
Lan-play perf issue
My wife's PC (i7-7700T 2.9G, Intel 630) plays the game fine under most conditions. 3 days ago she logged out of our home lan game and the next day Factorio was significantly slower starting up, ultra slow "Catching up..." and almost impossible to play once she entered the Lan game due to a ...
- Mon Oct 01, 2018 11:34 pm
- Forum: Logistic Train Network
- Topic: Depots and stacks
- Replies: 6
- Views: 3783
Re: Depots and stacks
I won't implement chained deliveries from requesters because it's highly unlikely a new request is triggered with a provider nearer to a train in a requester than the depot.
Awesome - this might actually be useful to work into the intro page, because it does factor into layout design - i.e don't ...
- Mon Oct 01, 2018 7:23 am
- Forum: Logistic Train Network
- Topic: Depots and stacks
- Replies: 6
- Views: 3783
Re: Depots and stacks
Instead of "Comptroller" you could call it "Check LTN for work"
Now, when LTN assigns a train a schedule it might look like this:
Now, when LTN assigns a train a schedule it might look like this:
Code: Select all
1. LTN Depot,
2. Oil Provider,
3. Oil Requester,
4. Check LTN for work,
5. LTN Depot
- Mon Oct 01, 2018 7:12 am
- Forum: Logistic Train Network
- Topic: Depots and stacks
- Replies: 6
- Views: 3783
Re: Depots and stacks
What about having a "LTN Comptroller" station as the final destination of an LTN schedule? That could be used to (a) determine trains that just became free, (b) when you get the no-path signal you can check the station it just unloaded at for a valid demand, and cut out the trip to the depot ...
- Sun Sep 30, 2018 11:40 pm
- Forum: Logistic Train Network
- Topic: Depots and stacks
- Replies: 6
- Views: 3783
Re: Depots and stacks
By "scan the station it just unloaded at" - I mean look at the N-1th destination in the train's schedule.
- Sun Sep 30, 2018 11:39 pm
- Forum: Logistic Train Network
- Topic: Depots and stacks
- Replies: 6
- Views: 3783
Depots and stacks
Excessive Depot Trips:
1- Oil request to T1 in LTN Depot,
2- T1 loads at "Oil Provider",
3- T1 unloads at "Oil Requester",
4- LTN reports "No fluid train found in depot"
5- T1 goes to LTN Depot,
6- After some time, the #4 request gets reissued.
From forum posts, I think this is a perf concern about ...
1- Oil request to T1 in LTN Depot,
2- T1 loads at "Oil Provider",
3- T1 unloads at "Oil Requester",
4- LTN reports "No fluid train found in depot"
5- T1 goes to LTN Depot,
6- After some time, the #4 request gets reissued.
From forum posts, I think this is a perf concern about ...
- Sun Sep 30, 2018 2:13 am
- Forum: Balancing
- Topic: Chutes: End game
- Replies: 10
- Views: 6000
Re: Chutes: End game
Yea yea, blabla, "i assume" blabla. As every other guy ever who thought that his idea was "the best solution ever"
This is referring to yourself? I'm pretty sure I haven't said or implied that.
UPS is not the holy grail for which everything else should be sacrificed. And if you have space ...
- Sat Sep 29, 2018 6:48 am
- Forum: Balancing
- Topic: Chutes: End game
- Replies: 10
- Views: 6000
Re: Chutes: End game
I concur with Koub. The OP suggestion is basically "I want to reduce the complexity of my factory, to reduce the complexity of my factory!".
No, "Spacing and reducing the item count as the factory is getting so much larger". But it also opens up - at the end game - new layouts and configurations ...
- Sat Sep 29, 2018 6:44 am
- Forum: Balancing
- Topic: Chutes: End game
- Replies: 10
- Views: 6000
Re: Chutes: End game
I mean, if I want to be lazy in my designs, Why bother adding a new item ? make assembling machines accept belts as inputs (as they can do for pipes).
Factorio - Why bother with a splitter loader inserter.jpg
Moreover, if you exclude the "moral" aspect of it, you waste a whopping full side of an ...
- Sat Sep 29, 2018 6:20 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Direct belt-to-container
- Replies: 3
- Views: 2172
Re: [REQUEST] Direct belt-to-container
Doesn't have an inserter/loader component.
- Thu Sep 27, 2018 9:18 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Direct belt-to-container
- Replies: 3
- Views: 2172
[REQUEST] Direct belt-to-container
I'd like a late-game (e.g maybe req white science) item that combines splitter, filter and loader/inserter all into one space, so that items on either side of the belt automatically go into any valid container that is on the same side of the belt. In RL (e.g mail sorting) they implement this with a ...
- Thu Sep 27, 2018 9:08 pm
- Forum: Balancing
- Topic: Chutes: End game
- Replies: 10
- Views: 6000
Re: Chutes: End game
Spacing and reducing the item count as the factory is getting so much larger.
All of the options on the left compact down to the 3x4 layout on the right.

(yeah, I know I screwed up on the left most one, YKWIM though)
All of the options on the left compact down to the 3x4 layout on the right.

(yeah, I know I screwed up on the left most one, YKWIM though)
- Thu Sep 27, 2018 8:35 am
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 151947
Re: Configuration & usage
Can't seem to get it to create a diagonal version of my blueprint for me.
- Made blueprint for 4 tracks,
- Clicked "L" on the top Stored Layout which loaded the default layout into that slot because I hadn't dropped the blueprint into my toolbar,
- Clicked read and loaded my blueprint,
- Clicked ...
- Made blueprint for 4 tracks,
- Clicked "L" on the top Stored Layout which loaded the default layout into that slot because I hadn't dropped the blueprint into my toolbar,
- Clicked read and loaded my blueprint,
- Clicked ...
- Thu Sep 27, 2018 4:22 am
- Forum: Balancing
- Topic: Chutes: End game
- Replies: 10
- Views: 6000
Chutes: End game
The combination of increasingly complex recipes and faster belts can make some configurations get kinda ugly, and one of the things that always pops into my head when I think of belts is chutes.
We have some machines that need their input belts rebalancing, but there's not a lot of room to do it ...
We have some machines that need their input belts rebalancing, but there's not a lot of room to do it ...
- Sat Sep 15, 2018 2:50 am
- Forum: Mods
- Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
- Replies: 21
- Views: 12878
Re: [MOD 0.16] Advanced Underground Piping v0.16.53
If I start a new game, the recipes unlock correctly, but existing games are borked.
- Sat Sep 15, 2018 1:08 am
- Forum: Mods
- Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
- Replies: 21
- Views: 12878
Re: [MOD 0.16] Advanced Underground Piping v0.16.53
Updated to .54. Can't make any of the pipes any more, can't find a tech to research to unlock.
Not entirely sure what the purpose of the additional tech layer is, can you make it optional?
Not entirely sure what the purpose of the additional tech layer is, can you make it optional?