Search found 92 matches

by Shingen
Sun Sep 01, 2024 4:43 am
Forum: News
Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
Replies: 91
Views: 20047

Re: Friday Facts #426 - Resource search & Assembler GUI improvements


It is true that it is very difficult to find your way on the map with current Factorio, especially at the end of the game.
Would it be possible to provide a toggle to change the theme of the map between colored map or shade of gray.


Only display the players and our infrastructure in color ...
by Shingen
Fri Aug 30, 2024 6:52 pm
Forum: News
Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
Replies: 91
Views: 20047

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

In the base game it is fine, as the numbers are normally nice and round.
um, the assembler speeds being 0.5, 0.75, and 1.25, as well as units changing between "X s crafting time" in machines and "X items/s" on belts, beg to differ.
of course it's not an issue when you're just directly feeding ...
by Shingen
Fri May 03, 2024 2:07 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 43163

Re: Friday Facts #409 - Diminishing beacons

So, uh, 1 minor nitpick @boskid:
https://cdn.factorio.com/assets/blog-sync/fff-409-profile.png
this is quite clearly a list of sqrt(n)/n, so the new efficiency multiplier of each beacon affecting given building, but the values seem truncated instead of being rounded.
for example,
sqrt(3)/3 = 0 ...
by Shingen
Thu Mar 28, 2024 1:33 pm
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 2277

Re: Friday Facts #402 - Lightspeed circuits


If there is none, then asking for some type of graph smoothing that won't cost any update time normally is the better way to go, yes?

oh, sweet summer child.


By changing the recipes, in addition to adding needless overhead, you are changing the ratio relationships between them (refinery ...
by Shingen
Thu Mar 28, 2024 3:07 am
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 2277

Re: Friday Facts #402 - Lightspeed circuits


And if you add productivity module, then it reduce the speed of the machine and it takes only 0.75 coal ?
if you add speed module it use up 1.2 coal, and the inserter cut pieces of coal to keep for later ?

It's part of the challenge to have different receipe time that are not only 1 tick in ...
by Shingen
Thu Mar 28, 2024 12:45 am
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 2277

Re: Friday Facts #402 - Lightspeed circuits


In terms of "data points", there's no point in having more than one data point per tick. Nothing happens between ticks.

nobody was talking about the nothing that happens between ticks, why are you?


It sounds like something that costs less than a dozen ticks, over multiple hours. How are you ...
by Shingen
Thu Mar 28, 2024 12:28 am
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 2277

Re: Friday Facts #402 - Lightspeed circuits


That doesn't matter , the result of every entity has to summed to compute the production of a tick, making 60 times per second sums of 1000 numbers because you have 1000 machines, and making 5 time per second, sum of 10 machine because you have 1000 but they do not produce each tick is a different ...
by Shingen
Wed Mar 27, 2024 6:37 am
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 2277

Re: Friday Facts #402 - Lightspeed circuits


But the graph for statistic are expensive in themselves too. If you have 55 UPS because you are reaching the limit of your computer, it will noticeably be worse when opening it at the scale of say 5 hours, where you have a lot of data. Such graph i think should be modified to delete or average ...
by Shingen
Tue Mar 26, 2024 1:51 pm
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 2277

Re: Friday Facts #402 - Lightspeed circuits





It's great to hear that you finally fixed the issue caused by multiple items being created per tick.
Could we also get an alternative production-handling logic for fluids, that would process small amounts of fluids each tick, instead of handling them in (relatively huge) discrete batches ...
by Shingen
Tue Mar 26, 2024 1:50 am
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 2277

Re: Friday Facts #402 - Lightspeed circuits



It's great to hear that you finally fixed the issue caused by multiple items being created per tick.
Could we also get an alternative production-handling logic for fluids, that would process small amounts of fluids each tick, instead of handling them in (relatively huge) discrete batches every ...
by Shingen
Sun Mar 24, 2024 2:01 am
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 2277

Smaller batch fluid processing

It's great to hear that you finally fixed the issue caused by multiple items being created per tick.
Could we also get an alternative production-handling logic for fluids, that would process small amounts of fluids each tick, instead of handling them in (relatively huge) discrete batches every few ...
by Shingen
Fri Jan 05, 2024 12:51 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 142
Views: 43345

Re: Friday Facts #392 - Parametrised blueprints



I already have a feature request: instantiating a parameterized blueprint into a regular blueprint so you can select options once and then place it a hundred times. This should create a new blueprint that you could use and then discard, or you could place in your blueprint collection next to the ...
by Shingen
Fri Jan 05, 2024 12:25 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 142
Views: 43345

Re: Friday Facts #392 - Parametrised blueprints

for some usecases it's really cool, but i do have my doubts about some parts of it.

https://cdn.factorio.com/assets/blog-sync/fff-392-dependent-parameters.png
1. what would happen if you selected a recipe with 2 ingredients? what about 4?

https://cdn.factorio.com/assets/blog-sync/fff-392 ...
by Shingen
Fri Oct 06, 2023 12:14 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 41067

Re: Friday Facts #379 - Abstract rewiring

Abstract rewiring, and the next FFF being focused on remote interactions?
While it's all cool, i had hoped that you will continue the train theme.
I think my most awaited feature is train station conditions - but not ones to leave the station, but ones to arrive there in the first place. E.g. ones ...
by Shingen
Tue Jun 07, 2022 10:12 am
Forum: Releases
Topic: Version 1.1.60
Replies: 15
Views: 19413

Re: Version 1.1.60


Experimental 1.1.59 has gone missing,
it has not gone missing, it was renamed to "Stable 1.1.59", as it was apparently declared such nearly a month ago.


selecting it gives you 1.1.60.
selecting what? the thing that is allegedly not there anymore?


and when was 59 latest when there is a 60 ...
by Shingen
Tue Jan 18, 2022 2:31 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.49] Biters path to character who started forest fire at any distance
Replies: 2
Views: 4778

Re: [Oxyd] [1.1.49] Biters path to character who started forest fire at any distance


Biters are actually not supposed to chase you across the entire map for the reasons you mentioned. I changed it so that if the player is far enough away, they'll path toward the point where the fire originated – this should be reasonably close to where they took damage, and it makes them move ...
by Shingen
Wed Feb 17, 2021 9:06 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.25] Reservations and train limits don't update in train overview GUI.
Replies: 1
Views: 3123

[Klonan] [1.1.25] Reservations and train limits don't update in train overview GUI.

As the subject says:
In the new train overview GUI, in the "Stations" tab, the numbers of reservations and train limits on the right side of the list of stations don't update. It shows a frozen state of the moment that the GUI was opened at, until someone else adds or removes a station of that name ...
by Shingen
Sat Jan 30, 2021 2:40 am
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 40484

Re: Friday Facts #364 - 1.1 stable

https://cdn.factorio.com/assets/img/blog/fff-364-train-gui-new-2.png

what does the symbol of circuit network on the right side of all 3 train stops on the right, and 1 on the left mean? it's rather not the "disabled by circuit network" notification, because that looks different for me in 1.1.19 ...
by Shingen
Sun Jan 17, 2021 4:22 am
Forum: Won't fix.
Topic: [1.1.11] Drag-placing still places underground segments when rotating out of range and 2 other issues
Replies: 3
Views: 2123

Re: [1.1.11] Drag-placing still places underground segments when rotating out of range and 2 other issues

overall i fully understand and agree that it is not supposed to be mind-reading, so i'm perfectly fine with leaving issue #3 the way it is atm.

however, the issue #1 looks really dumb with the reversed underground belt - which, from what i can see, was fixed in 1.1.12, so that's gucci.
i would ...
by Shingen
Thu Jan 14, 2021 8:27 pm
Forum: Won't fix.
Topic: [1.1.11] Drag-placing still places underground segments when rotating out of range and 2 other issues
Replies: 3
Views: 2123

[1.1.11] Drag-placing still places underground segments when rotating out of range and 2 other issues

to sorta continue https://forums.factorio.com/94359

OOJ3eSkDme.mp4
OOJ3eSkDme.mp4_snapshot_00.06.647.jpg
during drag-pacing, when you rotate the belt after you move too far to place the first belt in the new direction, you get an underground belt segment - and a reversed one for that matter!

I ...

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