Search found 35 matches

by Shingen
Sun Sep 29, 2019 8:36 pm
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 14839

Re: Version 0.17.69

In a Czech family :mrgreen: , a 5-year-old has never said a word. This Sunday, the little guy announces loud and clear "chleb". -Mom: "But you speak!" -Boy: "Of course" -Mom: "But why have not you ever said a word?" -Boy: "Because until now everything was perfect!" :roll: :P hah, this. a couple of ...
by Shingen
Wed Sep 11, 2019 6:10 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.66] Circuit wires sometimes fail to bridge 9 tiles
Replies: 11
Views: 1174

Re: [0.17.66] Circuit wires sometimes fail to bridge 9 tiles

Box to box check is still preferred for super large entities. Otherwise you could possibly end up in a case where you can't connect a wire to a large entity. uh... yeah, i know. that's why i wrote point e). point d) was about changing AND to OR the same way that you - most likely - changed it in th...
by Shingen
Tue Sep 10, 2019 9:50 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.66] Circuit wires sometimes fail to bridge 9 tiles
Replies: 11
Views: 1174

Re: [0.17.66] Circuit wires sometimes fail to bridge 9 tiles

In case you are interested, here's the new code: umm... i have a couple of questions/issues. const bool aIsElectricPole = a->isElectricPole(); const bool bIsElectricPole = b->isElectricPole(); // Simple distance check failed and both electric poles - can't connect if (aIsElectricPole && bIsElectric...
by Shingen
Sun Sep 01, 2019 12:08 am
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 12720

Re: Friday Facts #310 - Glowing Heat pipes

Those heat pipes look nice and all but it just reminds me of how disappointed i am in the nuclear reactor system. I was hoping for a more design oriented system where you had to find a balance between an efficient reactor and a safe reactor. Where all of Factorio comes together to make or break you...
by Shingen
Fri Aug 30, 2019 10:06 pm
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 12720

Re: Friday Facts #310 - Glowing Heat pipes

my biggest issue with this whole thing is that... https://cdn.factorio.com/assets/img/blog/fff-310-heat-pipes-1.png this image is actually a WEBP, not PNG :| stop saving files with wrong extensions, reeeeeeeeeeeee PS: Those heat pipes look nice and all but it just reminds me of how disappointed i am...
by Shingen
Fri Jul 19, 2019 7:00 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 43580

Re: Friday Facts #304 - Small bugs; Big changes

the change to disable one of the inputs of the refinery (and generally add customizability for modded buildings in that regard) is great. however, i'm not a fan of oil changes if that causes a delay in getting worker robots. while i'm fine where "Logistic system" tech chests (requester/active provid...
by Shingen
Wed Jul 17, 2019 2:43 pm
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 12160

Re: Version 0.17.58

Ok, you convinced me. I added a "Build with obstacle avoidance" control settings entry. CONTROL + Left mouse click is default value. um, yay and all that, but i am surprised that THIS convinced you, and not the mountain of criticism in the topics (FFF and release?) where you guys announced that you...
by Shingen
Mon Jul 15, 2019 9:46 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 13610

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

why does it matter exactly which version we call stable? Are you waiting for stable to play a new playthrough? i'm not one of the people who asked about which version will be stable, but for me the answer would be: yes, sort of. long story short, "stable" for me suggests longer "lifespan" of that b...
by Shingen
Tue Jun 11, 2019 3:16 pm
Forum: Releases
Topic: Version 0.17.48
Replies: 13
Views: 6450

Re: Version 0.17.48

Added a sanity check to LuaForce::chart() that errors on large sizes instead of trying to use 71,000 gigabytes of RAM. That is a hell of a lot of ram, servers dont even have that much! no amount of RAM is enough for a little piece of bugged code, or one that accepts any value a user can enter :)
by Shingen
Fri Jun 07, 2019 3:29 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 10113

Re: Friday Facts #298 - Demo upgrade for Stable

In the Introduction, both of these special tasks are what Compilatron would do for you (take items from the special chest and use them for something, like build or repair structures). That is precisely what seems to happens in the new verson. You load a "locked chest" with items and Compilatron com...
by Shingen
Fri Jun 07, 2019 12:30 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 10113

Re: Friday Facts #298 - Demo upgrade for Stable

I fully support removing loaders from the introduction campaign, but a nice loader structure graphics would look sweet for the console-given loaders, like most likely every now and then in following FFFs. You do have a graphic for the infinity chest, which is not used in regular gameplay either, aft...
by Shingen
Fri May 24, 2019 11:32 am
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 8771

Re: Friday Facts #296 - All kinds of bugs

blah blah missing signal in red circle blah blah OCD blah blah blue-circled signals do nothing blah blah factorio_missing_signal.png A thing I tend to do for these cases, when the code is supposed to be very performant, is just add a ton of asserts. Then the game crashes the same, but when you debug...
by Shingen
Mon Apr 15, 2019 1:07 pm
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 8365

Re: Suggested solution for rail placement issues

I agree it's a bad idea, Why is it a bad idea? What is bad about it? With any other blueprint placing, if I see an obstacle I hold shift to place the blueprint while removing the obstacle. This makes the same function work with rails. that "I agree it's a bad idea" was a response to involving REACH...
by Shingen
Mon Apr 15, 2019 11:14 am
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 8365

Re: Suggested solution for rail placement issues

Clicking without shift: If the whole rail is within reach: direct build mode When any part of the rail gets out of reach, automatically switch to ghost build mode while avoiding obstacles" Clicking with shift or pressing shift enters ghost build mode while removing obstacles. Releasing shift switch...
by Shingen
Wed Apr 10, 2019 6:16 pm
Forum: Releases
Topic: Version 0.17.28
Replies: 25
Views: 9397

Re: Version 0.17.28

https://chromereleases.googleblog.com/ Stable updates for desktop went from 73.0.3683.86 to 73.0.3683.103. But hey, I guess they don't know how to version either :) they don't know many things, but that's besides the point. torne already explained it, but i just want to point out that i did take th...
by Shingen
Tue Apr 09, 2019 9:55 pm
Forum: Releases
Topic: Version 0.17.28
Replies: 25
Views: 9397

Re: Version 0.17.28

i think that if 0.17.27 wasn't released publicly, there's no reason to call the updated version ".28" - just like you didn't iterate every version you created during the year between last 0.16.x and 0.17.0. it just causes mild confusion and wastes everyone's time.
by Shingen
Mon Apr 08, 2019 10:03 pm
Forum: Releases
Topic: Version 0.17.26
Replies: 12
Views: 7116

Re: Version 0.17.26

nuhll wrote:
Mon Apr 08, 2019 8:17 pm
Sorry, does this fix the "dont allow multiple inputs outputs of the same"? : :o
this was already asked and answered in this very topic on this very page :)
by Shingen
Sun Mar 31, 2019 12:11 pm
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 16267

Re: Version 0.17.23

pretty sure you overestimate how fast Lua is compared to JS No. I am an IT performance engineer, I have exact numbers down to the nanosecond. LuaJIT outperforms JavaScript on average by a factor of 3.5. This is the main reason why this scripting language is used in almost every game out there and J...
by Shingen
Sat Mar 30, 2019 11:37 am
Forum: Releases
Topic: Version 0.17.20
Replies: 19
Views: 8069

Re: Version 0.17.20

B. It was meant to trigger an emotion and then have the triggered individual understanding my emotion when reading the Dev's statement - Guess I forgot to mention that part, but it was also not that warranted and Koub was maybe correct to remove it the problem is that you've clearly misunderstood w...
by Shingen
Fri Mar 29, 2019 8:38 pm
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 16267

Re: Version 0.17.23

Oh god why don't you just enable modding in another language next to lua? This is getting ridiculous. Every mod is running in a separate lua instance. How hard would it be to run lua and ... say Javascript instances next to each other? According to https://www.reddit.com/r/factorio/comments/6bzjmw/...

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