Search found 120 matches

by Rhamphoryncus
Fri Nov 24, 2023 6:06 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 121
Views: 23196

Re: Friday Facts #386 - Vulcanus

Lovely except for the trees. I can't shake the feeling that there used to be regular forests here but last week the planet became too hot. They need to be more alien to not register as trees in my brain. I also find it weird that random ones are on fire rather than the ones closest to lava. If it wa...
by Rhamphoryncus
Fri Jan 03, 2020 8:12 pm
Forum: News
Topic: Friday Facts #328 - 2019 recap
Replies: 20
Views: 14196

Re: Friday Facts #328 - 2019 recap

Yay, more graphs again! Interesting that although Rseding's commit count is higher, the line count is similar to Posila and Wheybegs. Almost as if Rseding is doing more bugfixes and Posila/Wheybegs were doing more features. Other devs probably did features that were more difficult to get right. And ...
by Rhamphoryncus
Fri Jul 26, 2019 5:09 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274791

Re: Friday Facts #305 - The Oil Changes

There's still some concern about people building straight lines across input/output (since the refinery will only take 1 input and 1 output) and then being confused by "Can't mix fluids." when switching the refining recipe, as that has been observed a few times (Edit to clarify: With the ...
by Rhamphoryncus
Fri Apr 12, 2019 6:01 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 35447

Re: Friday Facts #290 - Rail building changes & High-res icons

How about bringing out more colour for the very small scalings? Have it become clearly blue or yellow rather than a muddled grey. At some point the details disappear anyway and all you have left is colour.
by Rhamphoryncus
Thu Apr 11, 2019 3:23 am
Forum: Minor issues
Topic: [0.16.43] Lab science flask consumption stats wrong.
Replies: 9
Views: 3767

Re: [0.16.43] Lab science flask consumption stats wrong.

Alright. An alternative would be for labs to track pack consumption incrementally.
by Rhamphoryncus
Thu Apr 11, 2019 12:28 am
Forum: Minor issues
Topic: [0.16.43] Lab science flask consumption stats wrong.
Replies: 9
Views: 3767

Re: [0.16.43] Lab science flask consumption stats wrong.

Just tripped over this and spent an hour diagnosing. For perspective if you disabled stats entirely when using lab chaining people would be quite upset but since we have bogus stats people don't notice.

Counting item merger as "consumption" sounds like the correct and reasonable solution.
by Rhamphoryncus
Wed Feb 27, 2019 12:26 am
Forum: Resolved Problems and Bugs
Topic: [Dominik]Upgrade planner allows mixing fluid networks
Replies: 2
Views: 3026

[Dominik]Upgrade planner allows mixing fluid networks

The upgrade planner allows converting between regular pipe and underground pipe. This allows you to place an underground pipe where you wouldn't normally be allowed, connecting two distinct fluid networks. It shows fluid from one and tinting from the other. Building more pipes causes it to flip back...
by Rhamphoryncus
Fri Feb 22, 2019 7:00 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 152824

Re: Friday Facts #283 - Prepare to Launch

I'm a little bothered that logistic chests are shaped like iron chests but use steel chests in the recipe (unless that changed but I doubt it.)
by Rhamphoryncus
Fri Feb 01, 2019 10:23 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 86678

Re: Friday Facts #280 - Visual Feedback is the king

The and/or buttons should be moved up half a row, aligning them between conditions (which is their behaviour). My mockup:

factorio_train_andor_mockup.png
factorio_train_andor_mockup.png (41.6 KiB) Viewed 5806 times
by Rhamphoryncus
Fri Jan 25, 2019 7:06 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 74277

Re: Friday Facts #279 - Train GUI & Modern Spitter

Combat needs to be harder. We can have V453000 surviving like that!

More seriously, how is MP combat coming? Any progress on latency hiding when firing your gun?
by Rhamphoryncus
Fri Nov 02, 2018 4:08 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 46557

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

I really hope the "3 inserters" comment refers to a future FFF of the upcoming version, not just a dead thought that won't be seen for a long time..
by Rhamphoryncus
Fri Oct 26, 2018 8:05 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 206627

Re: Friday Facts #266 - Cleanup of mechanics

I'm happy with all the changes, but the assemblers stand out because the ingredient limit was the wrong way to differentiate them and speed alone isn't enough. They need more interesting differences, such as how they interact with productivity/modules/beacons (which I'm still hoping will get a redes...
by Rhamphoryncus
Fri Sep 14, 2018 9:09 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 113706

Re: Friday Facts #260 - New fluid system

For tainting I lean towards the other extreme: once oil touches a network of pipes it marks that entire network as "oil only". It would be impossible to add water to it or I suppose even to connect an existing water network. That leaves fluid tankers explicitly as the only multi-fluid enti...
by Rhamphoryncus
Fri Aug 31, 2018 10:14 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59347

Re: Friday Facts #258 - New autoplace

I once read an article about procedurally generating the facade of a building, placing windows and other details, and using some measurement of entropy to prevent it from becoming spammy noise. I can't find it now but your mention of a point system reminds me of that. Aside, having separate sliders ...
by Rhamphoryncus
Fri Apr 13, 2018 10:46 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 54478

Re: Friday Facts #238 - The GUI update (Part II)

Whoa. My first thought was how different it looked. My second thought was that my eyes were drawn to the icons rather than the beakers, exactly as it should be! It might be possible reduce the noise a bit more by removing the line between the beaker section and the icon section, just having a fade f...
by Rhamphoryncus
Fri Mar 30, 2018 2:32 pm
Forum: News
Topic: Friday Facts #236 - Building a rollup
Replies: 63
Views: 41665

Re: Friday Facts #236 - Building a rollup

I made a mod that removes beacons and rebalances modules to compensates. Really more of a proof of concept but you might want to give it a try, V.

https://mods.factorio.com/mod/SimpleModules
by Rhamphoryncus
Fri Mar 23, 2018 10:10 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 51598

Re: Friday Facts #235 - 0.16 stable

I never would have thought cheat engine would have harmed the devs, particularly for single player. Could you add a flag to the crash report if it's involved, maybe just by checking the process list? (And if one of those crash reports is actually multiplayer we're gonna need to break out the paddles...
by Rhamphoryncus
Wed Feb 07, 2018 11:52 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd]Disabled upgrade technologies break search in sandbox
Replies: 1
Views: 2253

[Oxyd]Disabled upgrade technologies break search in sandbox

Steps: 1) Add a mod that disables the final tier of an upgradable tech, e.g. "efficacy-module-3" 2) Start a sandbox game and research all technologies 3) Open the technology screen and search for "efficiency". No efficiency module tech is in the search results, although efficienc...
by Rhamphoryncus
Sat Feb 03, 2018 8:14 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 77589

Re: Friday Facts #228 - High resolution turrets

Jon8RFC wrote:What's going on with the terrain here:
This is probably the known issue issue that'll get fixed properly in 0.17. For now it's very subtle so they don't want to break 0.16 any further.

viewtopic.php?f=11&t=57043&p=337815&hil ... re#p337848
by Rhamphoryncus
Thu Feb 01, 2018 8:10 am
Forum: Pending
Topic: [0.16.20] Stack inserters waiting too long for items
Replies: 9
Views: 4626

Re: [0.16.20] Stack inserters waiting too long for items

This seems to be because inserters always want to pull from the left lane when pulling from the end, causing them to repeatedly move back to it (delaying slightly) every time a single item comes through. Moving half the inserters to the left lane and half to the right lane gives full throughput - in...

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