Search found 329 matches
- Sun Jul 03, 2016 10:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.3] [Rseding91] Smelting progress and rounding errors
- Replies: 18
- Views: 10411
[0.13.3] [Rseding91] Smelting progress and rounding errors
These bugs may be splitted into separate reports, but I will post them here because they are related to each other. Initial question: how many iron plates can be produced using 6 coal and a steel furnace? Using math: Energy from coal: 8 Mj (according to the game info) * 6 = 48 Mj Iron smelting time:...
- Sun Jul 03, 2016 7:36 pm
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 13224
Re: Chaining wires for 0.13
Everyone (in this thread so far) seems to agree that wire chaining should return, including me. It'd be cool if wire chaining was the default, but holding shift had the origin point not move, and if holding shift while disconnecting a wire allowed chain disconnects. I think shift is not the best ho...
- Sun Jul 03, 2016 4:02 pm
- Forum: General discussion
- Topic: The perfect acc./solarpanel ratio. Wiki seems wrong
- Replies: 19
- Views: 7640
Re: The perfect acc./solarpanel ratio. Wiki seems wrong
Old Info Full day - 25000 -1 Day - 12500- 0.5 Night - 2500- 0.10 Dawn or Dusk - 5000- 0.2/ea Your Info Full day - 24966 - 1 Day - 12482 - 0.5 Night - 3994 - 0.16 Dawn or Dusk - 4245 - 0.17 After performing several expiriments on 0.13.3 without any mods, I can confirm that: - full day length is 2500...
- Sat Jul 02, 2016 9:14 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Connection method of red/green wires
- Replies: 10
- Views: 3245
Re: [0.13] Connection method of red/green wires
Also, am I the only one who is disturbed with the new combinator graphics?
What do you think about this? (I copy-pasted "∗" symbol from 0.12 and pasted into 0.13)
What do you think about this? (I copy-pasted "∗" symbol from 0.12 and pasted into 0.13)
- Sat Jul 02, 2016 9:04 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Connection method of red/green wires
- Replies: 10
- Views: 3245
Re: [0.13] Connection method of red/green wires
Totally agree, new behaviour is terribly inconvenient and produces over complicated highly entangled builds. I even began to write my own suggestion, but then I found this one. I will post my videos here to clarify the differences: https://giant.gfycat.com/ParchedSecondaryAmethystgemclam.webm https:...
- Sat Jul 02, 2016 5:03 pm
- Forum: Resolved Problems and Bugs
- Topic: *[13.1]Train PF don't give penalty to circuit closed signal
- Replies: 16
- Views: 9607
Re: [0.13.1] Train pathfinding algo ignores locked blocks
Loewchen wrote:The PF does not see signals but blocks, so I could imagine that it considers the block as occupied and as the block is part of both routes both get the same penalty and the shortest route is considered fastest. More testing would be necessary to confirm that.
Pic
- Sat Jul 02, 2016 11:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.3] Landfill 1x1 should be disabled
- Replies: 7
- Views: 6614
Re: [0.13.3] Landfill 1x1 should be disabled
It is strange, I don't see any tactics here... only 4.5 times profit. If you reduce landfill price to 5 stone and disable 1x1 landfill result will be the same and more user-intuitive. https://fat.gfycat.com/CandidPowerfulBantamrooster.webm Edit: Admit, disabling 1x1 won't fix this issue, user still ...
- Sat Jul 02, 2016 10:37 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.3] Landfill 1x1 should be disabled
- Replies: 7
- Views: 6614
[0.13.3] Landfill 1x1 should be disabled
Using 1x1 landfill you can fill 20 tiles using only 3 landfill:
Appearently 1x1 landfill is op and sould be disabled.
Appearently 1x1 landfill is op and sould be disabled.
- Fri Jul 01, 2016 10:37 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Laser turrets without spending drain energy
- Replies: 31
- Views: 35359
Re: Laser turrets without spending drain energy
I'm stating how do you know the difference between a bot dying and a bot just repairing? If you just always make sure there are 50 bots, when the attack is over, you'll have 51 bots. Each time you'd need more and more bots to go repair before you detect any issue and start shooting. From the robopo...
- Fri Jul 01, 2016 8:44 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Laser turrets without spending drain energy
- Replies: 31
- Views: 35359
Re: Laser turrets without spending drain energy
Obviously, robots always may die even in the simplest build, so the only way to deal with this is to request additional robots from the main base.DemiPixel wrote: The only negative is that if a construction bot dies, how do you deal with that...?
- Fri Jul 01, 2016 7:53 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Laser turrets without spending drain energy
- Replies: 31
- Views: 35359
Re: Laser turrets without spending drain energy
Very nice, I had approximately the same idea, but with the "guard" turret: all other turrets are enabled when the guard turret fires (measured via increased energy consumption in a separate accumulator). But your way is definitely simpler, although with a small damage-price. https://giant....
- Thu Jun 30, 2016 8:35 pm
- Forum: Resolved Problems and Bugs
- Topic: *[13.1]Train PF don't give penalty to circuit closed signal
- Replies: 16
- Views: 9607
*[13.1]Train PF don't give penalty to circuit closed signal
Train pathfinding algo ignores blocks that were locked using circuit network signal. As a result, train prefer "shortest path + unknown waiting time" than "slightly longer path". https://fat.gfycat.com/SmugPhonyIvorygull.webm In my opinion, locked signal should have some extra va...
- Sun Jun 26, 2016 6:36 pm
- Forum: Gameplay Help
- Topic: Intermediate Combinator Help for the Digital Display
- Replies: 2
- Views: 2648
Re: Intermediate Combinator Help for the Digital Display
Small mistakes: 1.png 1) In current version, yellow combinator doesn't perform any usefull job and can be removed. 2) Red signal will be delayed by 2 ticks and Blue signal will be delayed by 1 tick. This desync will produce strange results on the display when input value is changing dynamically. I s...
- Sun Jun 26, 2016 5:55 pm
- Forum: Combinator Creations
- Topic: Tetris... in Factorio?
- Replies: 50
- Views: 53055
Re: Tetris... in Factorio?
Amazingness Would implementing the other two tiles be too difficult or did they just happen not to appear in that gif? If I remember correctly, there one additional row on the bottom and one additional column at the left and right side of the playfield. These cells are not the part of the display, ...
- Sun Jun 26, 2016 5:36 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 118
- Views: 97036
Re: Combinator Contraptions
What's the best way to do an int OR? Here's what I've got so far: 4 combinators to convert binary in separate items (2 for each int) 1 cominator to OR 3 combinators to map each item back to their number and add together Ideally if you know a better way to do this, I'd like a hint instead of an answ...
- Sun Jun 26, 2016 5:35 pm
- Forum: Show your Creations
- Topic: Conway's Game of Life
- Replies: 6
- Views: 4906
Re: Conway's Game of Life
Sure, details you can find here: viewtopic.php?p=136546#p136546stellatedHex wrote:Eheheh >: ]XKnight wrote:Although I've promised to not play Factorio till 0.13, I could not pass by this thread...
I mean, uh, neat! Can I ask what compression you used for the game state?
- Fri Jun 17, 2016 1:52 am
- Forum: Show your Creations
- Topic: Conway's Game of Life
- Replies: 6
- Views: 4906
Re: Conway's Game of Life
Although I've promised to not play Factorio till 0.13, I could not pass by this thread...
Build
- Fri Jun 03, 2016 9:43 pm
- Forum: Ideas and Suggestions
- Topic: Signal with floating point value
- Replies: 11
- Views: 4499
Signal with floating point value
At this moment every signal is an integer value and this is very reasonable for almost all items, because you can not imagine half iron plate. Except liquids, which is basically stored in tank as a floating point value and can not be represented in integer value without rounding. So, my suggestion i...
- Tue May 31, 2016 9:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.34] Liquid could occupy incorrect slot
- Replies: 2
- Views: 2499
[0.12.34] Liquid could occupy incorrect slot
Initial build:
To reproduce this bug you should place additional pipe segment, as in this picture:
Result:
- Tue May 31, 2016 8:54 pm
- Forum: Not a bug
- Topic: [0.12.34] Liquid pushing is failed
- Replies: 6
- Views: 3036
Re: [0.12.34] Liquid pushing is failed
Vanilla + blueprint mod only
Edit: I just managed to reproduce it with 100% chance, but it is somehow connected with the initial bug.
Edit: I just managed to reproduce it with 100% chance, but it is somehow connected with the initial bug.