Search found 92 matches
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 β this should be reasonably close to where they took damage, and it makes them move ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...