Search found 130 matches

by JackGruff
Wed Jul 21, 2021 3:44 pm
Forum: Ideas and Suggestions
Topic: Allow belts in BPs to redirect/upgrade/downgrade existing belts
Replies: 3
Views: 915

Allow belts in BPs to redirect/upgrade/downgrade existing belts

TL;DR When you place a ghost belt on top of a real one, a redirect/upgrade/downgrade order will be placed for the real belt if it is in a different direction and/or a different tier. This does not work for blueprints. What ? When belts in a BP are placed on top of real belts, the logic is the same ...
by JackGruff
Fri Jun 25, 2021 5:39 pm
Forum: General discussion
Topic: We need more control over bots
Replies: 30
Views: 3663

Re: We need more control over bots

Every single bit of control will very likely result in overhead, which is something the devs deem undesirable. The bots have so little impact on game performance because they are stupid. And even that little impact quickly becomes too much. Yes, there will be overhead, so what? What makes bots more...
by JackGruff
Fri Jun 25, 2021 4:26 pm
Forum: General discussion
Topic: We need more control over bots
Replies: 30
Views: 3663

We need more control over bots

This is not a feature suggestion. I was putting down some roboports in an outpost. The outpost didn't have power. After having put some construction bots in one of the ports, they rushed out to get some trash from me and stuck around as there was no storage. Then they bounced from port to port as th...
by JackGruff
Fri Jun 18, 2021 5:45 pm
Forum: Gameplay Help
Topic: Why is pollution stuck in these chunks?
Replies: 3
Views: 449

Why is pollution stuck in these chunks?

Capture.PNG Capture2.PNG Mods: assemblyanalyst AutoDeconstruct CleanedConcrete JKIL-CarLight Quicksearch RealisticDecorationCleanup rso-mod Spidertron-Inventory-Sorter Squeak Through UnminableBots VehicleSnap
by JackGruff
Sat Jun 05, 2021 5:02 pm
Forum: Gameplay Help
Topic: Merging 1 into n belts?
Replies: 7
Views: 1322

Re: Merging 1 into n belts?

Try this with the right two belts of the copper ore fully compressed and the left two empty. Yes, I realise that my arrangement of splitters did not make sense, the ore just competes with ore from the other splitters. I decided to invert the pattern and it's working really well. For example, to mer...
by JackGruff
Wed Jun 02, 2021 2:41 pm
Forum: Fan Art
Topic: Train Set
Replies: 1
Views: 1182

Re: Train Set

Yes!
by JackGruff
Thu May 27, 2021 10:58 am
Forum: Gameplay Help
Topic: Script to remove decorations on already placed concrete
Replies: 5
Views: 839

Re: Script to remove decorations on already placed concrete

Oh right, decoratives stopped to be entities at some point. It all works differently now. This cleans with half a tile radius, without radius the result isn't quite what I expected. Feel free to add in any other tile types you want cleaned. /c local s = game.player.surface local f = s.destroy_decor...
by JackGruff
Wed May 26, 2021 1:25 pm
Forum: General discussion
Topic: Can there ever be a full 3D rendered Factorio?
Replies: 14
Views: 2302

Re: Can there ever be a full 3D rendered Factorio?

I imagine this is what needs to be done at a minimum: - Make the choice of the engine or graphics library - Create a pipeline to convert the original 3D assets to game ready assets (including LODs) - Get the custom GUI to work on the new 3D library - Rig the biters and player characters for animatio...
by JackGruff
Wed May 26, 2021 12:57 pm
Forum: Gameplay Help
Topic: Script to remove decorations on already placed concrete
Replies: 5
Views: 839

Re: Script to remove decorations on already placed concrete

The one in the link looks like it should still work if you replace "local_player" by just "player". It doesn't. This is a multiplayer game if that matters. I've disabled all the mods but RSO. I changed the item name to 'refined-concrete'. Script so far: /c for coord in game.play...
by JackGruff
Tue May 25, 2021 4:49 pm
Forum: Gameplay Help
Topic: Script to remove decorations on already placed concrete
Replies: 5
Views: 839

Script to remove decorations on already placed concrete

Hi.

May someone please give me an up-to-date version of this script: viewtopic.php?p=117691#p117691

Please :)
by JackGruff
Sun May 23, 2021 11:39 am
Forum: Gameplay Help
Topic: Merging 1 into n belts?
Replies: 7
Views: 1322

Re: Merging 1 into n belts?

Well, using priority splitters to make sure there's free space seems to be working great. You want to put them in before every merge.
Capture.PNG
Capture.PNG (1.07 MiB) Viewed 990 times
by JackGruff
Mon May 17, 2021 3:00 pm
Forum: Gameplay Help
Topic: Merging 1 into n belts?
Replies: 7
Views: 1322

Merging 1 into n belts?

I'm looking for a pattern to reliably merge the contents of one belt to many others. The order and balance of items doesn't need to be preserved, it's just that if there is space anywhere in the n destination belts, then the in-belt can be merged. Example of what I mean: example.png Edit: I wonder i...
by JackGruff
Fri Jun 05, 2020 8:39 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 28678

Re: Friday Facts #350 - Electric mining drill redesign

It looks really cool. But, the player hits electric miners pretty quickly. This looks really sophisticated for something so early.
by JackGruff
Mon Mar 23, 2020 10:27 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 40906

Re: Friday Facts #339 - Beacon HR + Redesign process

The fundamental issue has always been that the beacon is the least believable thing in the game. Even against putting an oil refinery in your pocket, its magic stays out in the open, continually visible in your factory. Maybe it's entire purpose needs to be reevaluated.
by JackGruff
Sun Mar 22, 2020 9:01 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 40906

Re: Friday Facts #339 - Beacon HR + Redesign process

It has a 1950s retro futuristic feeling.
by JackGruff
Wed Jan 16, 2019 9:18 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 23275

Re: Friday Facts #277 - GUI progress update

Could you perhaps tell us what other GUI frameworks lacked? I've been thinking up to this point, why did you not just use Qt and theme it to your liking?

It is cool that you are inventing your own wheel, and doing it well :)
by JackGruff
Fri Nov 09, 2018 7:47 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 25703

Re: Friday Facts #268 - The modern Biter

I still want to be able to make peace with them.
by JackGruff
Sat Aug 25, 2018 9:54 am
Forum: Ideas and Suggestions
Topic: Mitigating the dangers of manual train driving
Replies: 3
Views: 926

Mitigating the dangers of manual train driving

I've noticed something that crops up when I manually drive a locomotive: If I stop quicker than a train behind me can before jumping a red light, then they rear end me. What's more concerning is that trains don't let off the throttle after a collision. Some solutions / ideas: Auto trains give manual...
by JackGruff
Fri Aug 10, 2018 9:27 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 582400

Re: 4-way intersections: Throughput and deadlocks [image heavy]

How does one judge where to put signals outside the intersection?

Or perhaps a better question, can I mess the intersection up or degrade its effectiveness by placing signals to close or too far?
by JackGruff
Mon Aug 06, 2018 4:42 pm
Forum: General discussion
Topic: The Green Dilemma
Replies: 43
Views: 11201

The Green Dilemma

I'm a player who likes going full green. The most I ever buff an assembler is putting one Speed 3 in it, but that's to leave space for 3 Efficiency 3 's. When I see how other people play the game, their small bases, their medium bases, their mega bases, it makes me wonder if there's many players who...

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