Search found 88 matches

by Shingen
Thu Mar 28, 2024 3:07 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 189
Views: 19912

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 duratio...
by Shingen
Thu Mar 28, 2024 12:45 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 189
Views: 19912

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 y...
by Shingen
Thu Mar 28, 2024 12:28 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 189
Views: 19912

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: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 189
Views: 19912

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 some...
by Shingen
Tue Mar 26, 2024 1:51 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 189
Views: 19912

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 few ...
by Shingen
Tue Mar 26, 2024 1:50 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 189
Views: 19912

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 few ...
by Shingen
Sun Mar 24, 2024 2:01 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 189
Views: 19912

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 few w...
by Shingen
Fri Jan 05, 2024 12:51 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 22888

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 st...
by Shingen
Fri Jan 05, 2024 12:25 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 22888

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-dependent-n...
by Shingen
Fri Oct 06, 2023 12:14 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 24716

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 t...
by Shingen
Tue Jun 07, 2022 10:12 am
Forum: Releases
Topic: Version 1.1.60
Replies: 15
Views: 16478

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: 4235

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. ok, ...
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: 2743

[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 ...
by Shingen
Sat Jan 30, 2021 2:40 am
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 35303

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...
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: 1738

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 perso...
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: 1738

[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 also ...
by Shingen
Thu Jan 14, 2021 2:09 am
Forum: Releases
Topic: Version 1.1.8
Replies: 26
Views: 23301

Re: Version 1.1.8

Awesome GUI! Suggestion: - Remember open tab and selected station/train. Maybe remember even scrollbar position. It is be useful for manage all stations one to one with same name. In this moment I want visit all my crude oil patchs and for every station I select second tab, scroll the scrollbar nam...
by Shingen
Fri Jan 08, 2021 10:26 pm
Forum: Releases
Topic: Version 1.1.7
Replies: 25
Views: 19095

Re: Version 1.1.7

jodokus31 wrote: ↑
Fri Jan 08, 2021 1:38 pm
peternlewis wrote: ↑
Fri Jan 08, 2021 7:10 am
No, I meant you should be able to flip the chemical plant and the refinery in the same way you can rotate them.
That still wouldnt help with blueprints, because the Pipe Layout wouldnt match
it wouldn't match if you flipped EVERYTHING? are you sure?
by Shingen
Sat Nov 14, 2020 12:53 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 97780

Re: Friday Facts #363 - 1.1 is getting close

character tab was rarely used, because it wasn't developed to its full potential i used it to change the color of my character in a civilized way. rarely, but basically at least once every game. i used it to see the actual proper numeric values of my batteries and shields. i used it to enable/disabl...
by Shingen
Fri Oct 30, 2020 5:18 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 77535

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

love the changes. will placing/force-placing blueprints change the rotation of existing belts etc., or does it work only with manual ghost placing? also: 1.1? If i'm not mistaken that means having to change the Factorio version in settings of all mods. Are there any actual backwards-incompatible mod...

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