Search found 19 matches

by DoubleThought
Thu May 06, 2021 3:02 am
Forum: Bug Reports
Topic: [1.1.32] Hand icon in wrong slot after changing modules
Replies: 1
Views: 166

Re: [1.1.32] Hand icon in wrong slot after changing modules

This also happens for me while [ctrl] clicking modules into machines in the Space Exploration modpack. The hand icon moves to the top-left inventory slot.
by DoubleThought
Thu Mar 25, 2021 3:46 am
Forum: Releases
Topic: Version 1.1.30
Replies: 21
Views: 14005

Re: Version 1.1.30

I think this is literally the biggest mistake the Factorio devs have ever made. And it's really tiny, too!

Proof that the devs are human.
by DoubleThought
Wed Mar 24, 2021 11:49 am
Forum: Wiki Talk
Topic: Download API page incomplete?
Replies: 1
Views: 163

Download API page incomplete?

The page for the Download API has the current opening text: This API allows you to download official releases of stand-alone Factorio from the Factorio servers. It's not so much of an API as it is web scraping, but it's documented here for completeness. Please update this page if you utilize it and ...
by DoubleThought
Sat Feb 13, 2021 4:55 am
Forum: General discussion
Topic: Alt-F4 #23 - Beltravaganza
Replies: 7
Views: 880

Re: Alt-F4 #23 - Beltravaganza

Holy cow the turing complete belts are amazing.
by DoubleThought
Mon Nov 02, 2020 1:35 pm
Forum: General discussion
Topic: Alt-F4 #11 - Scientific Curiosities
Replies: 11
Views: 1419

Re: Alt-F4 #11 - Scientific Curiosities

I would refute the assertion that locomotives are less dense than air. Perhaps, only taking the mass of metal into account, this is the case. However, locomotives are not vacuum chambers. They are not necessarily airtight. If they were filled with vacuum, they would be floating away. However, it's f...
by DoubleThought
Fri Oct 09, 2020 3:15 pm
Forum: Technical Help
Topic: Unexpected Crash while launching
Replies: 3
Views: 193

Re: Unexpected Crash while launching

Loewchen wrote: ↑
Fri Oct 09, 2020 12:49 pm
You ran out of memory, restart your system.
Ah, thought so, but couldn't confirm. Thanks!
by DoubleThought
Fri Oct 09, 2020 12:37 pm
Forum: Technical Help
Topic: Unexpected Crash while launching
Replies: 3
Views: 193

Unexpected Crash while launching

I was launching Factorio (1.0) with the Space Exploration modpack (plus AAI signals) installed. While checking sprites, the game crashed. I've attached the log file below.
by DoubleThought
Fri Jul 03, 2020 1:18 pm
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 7561

Re: Friday Facts #354 - Launch party and HR power switch

*sigh* With the pandemic mentioned, I cannot help but expect arguments to start up. First of all: launch party. The launch of Factorio is indeed a great cause for celebration. I would be happy if there were virtual attendance options, since it's impossible for me to attend otherwise. I'll express my...
by DoubleThought
Wed Apr 08, 2020 3:52 am
Forum: News
Topic: Friday Facts #341 - Audio, Artillery, Attenuation
Replies: 30
Views: 6351

Re: Friday Facts #341 - Audio, Artillery, Attenuation

Though you are the character, having the visual and audio parts clash tends to be very disorienting. For example, sounds to the left of the screen come out in the left ear of your headphones (if you have them), even if they are on the right side of the character (the character is facing south). I've...
by DoubleThought
Tue Mar 10, 2020 1:00 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 10747

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

Custom time period statistics? Hmm... possible, but tough. If the Factorio devs are as much of optimisation wizards as I think they are, then this is a reasonable summation of how the production stats are done. Each item type has a pointer to a forward single linked list. Each linked list element is...
by DoubleThought
Sat Mar 07, 2020 4:48 am
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 10747

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

They store joules because that's watt*second. A watt-hour is 3600 joules. The second they refer to is a game-second, or 60 frames. Nights are absolutely not 10 hours; they are 41 2/3 seconds at full darkness and 166 2/3 seconds darkening/lightening, for a total of 208 1/3 seconds not at full power, ...
by DoubleThought
Tue Feb 11, 2020 4:47 am
Forum: News
Topic: Friday Facts #333 - Terrain scrolling
Replies: 40
Views: 9325

Re: Friday Facts #333 - Terrain scrolling

Alien Biomes hits the tile limit of 255 tile types. So if all of these can transition to every other tile in eight directions that's about half a million possible tile combinations i think (β‰ˆ 8*255^2)? Each of the eight adjacent tiles can be any of 255 tile types. The central tile can also be any o...
by DoubleThought
Sat Dec 28, 2019 10:19 am
Forum: News
Topic: Friday Facts #326 - Particle emitter & Data cache
Replies: 42
Views: 8957

Re: Friday Facts #326 - Particle emitter & Data cache

it's not... but particle emission is not that simple let's say that you have a simple forward moving emitter: - with velocity of 1.0 units per second - emitter emission rate is 1.7 particles per second - your pc is currently having a hard time and your framerate is not ideal 60fps, but varies from ...
by DoubleThought
Tue Dec 24, 2019 3:43 pm
Forum: News
Topic: Friday Facts #326 - Particle emitter & Data cache
Replies: 42
Views: 8957

Re: Friday Facts #326 - Particle emitter & Data cache

Of course, if you create a particle with 10.9 and 10.7 frames worth of life, they will both be alive after 10 ticks and both be dead after 11 ticks. The life difference is then only useful for tracking the age of the particle to perform some added effects, like extremely fine animations. A uint16_t ...
by DoubleThought
Mon Apr 29, 2019 12:12 pm
Forum: Combinator Creations
Topic: Raycasting engine in factorio
Replies: 25
Views: 8836

Re: Raycasting engine in factorio

Maddhawk wrote: ↑
Sat Apr 27, 2019 12:00 am
First question: What do you do for a living? I ask cause I am wondering what helped you develop the skills to pull this off.
According to him on Reddit, he's a student, currently studying Computer Science at some university.
by DoubleThought
Thu Apr 18, 2019 2:28 pm
Forum: Pending
Topic: [kovarex] [0.17.32] Trains on automatic with no stations make "no path" notice
Replies: 2
Views: 371

[kovarex] [0.17.32] Trains on automatic with no stations make "no path" notice

As in title, when a train in "automatic" mode has no stations, it shows a "no path" red text. What did I do? What happened? I made a train in Automatic mode. I used the temporary station feature to transport myself, but the train has no stations beyond that. I enter the train, se...
by DoubleThought
Wed Mar 13, 2019 9:29 am
Forum: Won't fix.
Topic: Graphical Bug: Inserter Arms Visible Through Trees [0.17.11]
Replies: 1
Views: 366

Graphical Bug: Inserter Arms Visible Through Trees [0.17.11]

What did you do? I built a few inserters hidden behind trees. What happened? The inserter arms and the items held were visible in front of the trees, as seen in the cropped screenshot below. InserterArmThroughTree.png What did you expect to happen instead? It might be obvious to you, but do it anywa...
by DoubleThought
Fri Mar 01, 2019 1:22 pm
Forum: Balancing
Topic: [0.17.0] Campaign: Biter attacks ramp up too quickly
Replies: 6
Views: 903

Re: [0.17.0] Campaign: Biter attacks ramp up too quickly

This problem seems to persist in 0.17.3. I've never been the best at securing my base from biters. However, the waves of biters were somewhat ridiculous. I actually had to win the tutorial by kiting the biters to a nest of gun turrets while my labs (with no tech production) finished that last final ...

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