Search found 47 matches

by EvanT
Fri Mar 15, 2024 12:16 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 22141

Re: Friday Facts #402 - Lightspeed circuits

By "one channel" you mean the values of red and green cable will be added, transmitted, received and a single list of values will come out? Edit: So storing the number of available trainloads in green and requested trainloads in red still needs a complete network wiring?! It is actually me...
by EvanT
Fri Feb 09, 2024 12:27 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 118
Views: 16522

Re: Friday Facts #397 - Factoriopedia

Vulcanus has ~4G Gravity along with ~4 times the atmospheric pressure?!

No visit without an exoskeleton.
by EvanT
Mon Jan 29, 2024 7:26 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 16690

Re: Friday Facts #395 - Generic interrupts and Train stop priority

The generic item parameter is such an elegant way of simplifying the orders. Though as with the last time you've shown this, there's still 1 issue: Trains are dispatched based on what is available to pick up, not based on what is needed to be dropped off. It'd be cool if we could somehow create som...
by EvanT
Fri Sep 29, 2023 11:20 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 77323

Re: Friday Facts #378 - Trains on another level

Yes! Oh YES! - Oh no that will be available in about a year! - Nevermind! - Hell YES!
by EvanT
Mon Sep 11, 2023 8:26 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 126951

Re: Friday Facts #375 - Quality

I think, every tier of quality should have different (orthogonal) mechanics. Randomness is good for one tier. Maybe second tier just requires an additional rare ingredient? Third tier requires enormous amount of resources, energy and time? Fourth tier requires hardening in a cosmic radiation (launc...
by EvanT
Sun Sep 10, 2023 2:06 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 126951

Re: Friday Facts #375 - Quality

Different qualities do not stack. So what? I would say that any assembly line which puts products of different qualities in the same box has a sorting problem. If you want quality to happen you have to put in the modules. And why would anyone bother with less than the current max quality? So basical...
by EvanT
Sun Sep 10, 2023 10:01 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 126951

Re: Friday Facts #375 - Quality

Which is exactly why saying "it's optional" is not a valid argument if the person who expresses their dislike of the system wants to build bigger bases. Assuming that every critic just wants to "finish the game" is incorrect. I have a belt/train only 2.4 kSPM vanilla base withou...
by EvanT
Sat Sep 09, 2023 1:44 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 126951

Re: Friday Facts #375 - Quality

MaxAstro wrote: ↑
Sat Sep 09, 2023 1:26 pm
Man, what a difference a community makes. XD
And on YouTube it depends on the reviewers opinion.

The longer i think on it the more I like the concept. Especially a lot more than beacons. And modules.
by EvanT
Sat Sep 09, 2023 11:23 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 126951

Re: Friday Facts #375 - Quality

I guess that most of the resentment comes from beeing burnt with RND in other games. Like getting 5 perfect bear hides or farming lots of rarely dropping items in far away regions to put them into a misbehaveing slot machine game mechanic. This though is automatic. You just setup the machines and so...
by EvanT
Sat Sep 09, 2023 6:39 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 126951

Re: Friday Facts #375 - Quality

Not a fan of this idea, scrap it in recycler and move on please. If science is unaffected by quality. The only things where it is important are those assembled in a mall. Mainly Assemblers and personal gear. So it will be a wonderful feature to improve the mall from one-assembler-per-item to someth...
by EvanT
Sat Sep 09, 2023 6:24 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 126951

Re: Friday Facts #375 - Quality

.. I am just taken aback with changes shown so far, and am upset, that while supposedly the FFFs are back, the developers are not. Only discussions on bugfixes, not in the FFF topics, which upsets me, since it hasnt always been this way. Given the amount of salt and negativity I would wait a day or...
by EvanT
Sat Sep 09, 2023 6:15 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 126951

Re: Friday Facts #375 - Quality

Essentially every mechanic in the game is optional. You may hand craft everything not involving fluids. I like belts so beacons are unfeasible in a lot of situations. Quality looks like a way to improve fps of my base. There were highly controversial features in the past and they turned out to be we...
by EvanT
Fri Sep 08, 2023 6:17 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 126951

Re: Friday Facts #375 - Quality

The names.. well where is the language file? The mechanic sounds very interesting. Getting bonuses besides "more stuff" from efford is certainly great. To judge the RNG I would have to have first hand experience with it. At least I do not need to farm rare materials at locations so far apa...
by EvanT
Fri Sep 01, 2023 1:40 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41983

Re: Friday Facts #374 - Smarter robots

Hi The changes will certainly improve lots of situations. It would be nice though to get the lits of items needed for build requests from the logistic network. Like you can get the list of all available items. Maybe just add that as negative values? I supply outposts by train and every outpost has i...
by EvanT
Tue Feb 05, 2019 4:06 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 87855

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

@Mike5000 You completely missed my point. And you have to make your mind up. A* without estimated distance to target is not A* as you yourself pointed out. The priority is as I said earlier just an integer (or what ever is used by the circuitnetwork) after the pathfinding is set and done (and like I...
by EvanT
Tue Feb 05, 2019 1:21 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 87855

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

If that is the way it is done by factorio, pathfinding will stop when the first station with that name is found. The neglected h means that you don't calculate the estimated distance but have to evaluate every possible path as long as the destination is not hit. If the dev team uses this over A* the...
by EvanT
Tue Feb 05, 2019 12:08 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 87855

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

A* uses estimated distance (h) to target. This is a integral part of the algorithm. Setting this (h) to Zero would result in a more or less recursive search pattern since then all end-of-path-nodes would have the same cost value (g) and thus the exact same cost value (f). Reffer to: https://www.geek...
by EvanT
Tue Feb 05, 2019 11:21 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 87855

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

A* uses an estimate distance to target to calculate the next best start point for the interval. It is used to find the best path from A to B. The Pathfinding is not used to find the nearest station but to calculate the path to it. For A* to work with multiple destinations you would need to have esti...
by EvanT
Tue Feb 05, 2019 9:36 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 87855

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

Random destination choice is a problem because trains repath many times en route and if the destination changes randomly it could take a long time to actually reach a destination. Limiting the number of trains headed to a destination is the easiest solution: https://forums.factorio.com/viewtopic.ph...
by EvanT
Tue Feb 05, 2019 9:18 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 87855

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

Or just use the enable/disable station capability for things[..] Maybe there is a misunderstanding. I already use the de-/aktivate station feature. Otherwise the setup would not work at all. [Parking]-[Supplying Station] -> [active supplied Stations with same name] -> repeat The supplied Stations w...

Go to advanced search