Search found 665 matches

by blazespinnaker
Mon Dec 28, 2020 6:22 am
Forum: Implemented in 2.0
Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Replies: 80
Views: 38948

Re: Hotkey to replace existing structures with blueprint

Oh yeah, doing rocket rush now. This is actually almost(*) necessary, as you have to evolve the layout over time with successive blueprints and fiddling with manual changes is something you want to avoid for the sake of time. eg: adding a splitter to branch off coal (or whatever). You can't really p...
by blazespinnaker
Mon Dec 28, 2020 3:39 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3904

Re: I admit defeat.

Thanks Zavian, nice catch. I verified on my other blinking signals. I submitted a feature suggestion.

viewtopic.php?f=6&t=93648&p=529257#p529257
by blazespinnaker
Mon Dec 28, 2020 3:38 am
Forum: Ideas and Suggestions
Topic: Auto rotate signals even when placed as ghosts
Replies: 20
Views: 3873

Auto rotate signals even when placed as ghosts

If you place a signal via robot that you've copied from another place (a common task when shuffling around signals, I use copy otherwise I have to use shift in map mode when placing stuff), the signal doesn't get auto rotated. I didn't notice this, and it was really driving me crazy as I could not f...
by blazespinnaker
Mon Dec 28, 2020 3:30 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3904

Re: I admit defeat.

Zavian wrote:
Mon Dec 28, 2020 3:16 am
The two in the left look like they are rotated, ie not properly facing/connected to the rail line.
Yeah, that's the issue. Copied ghosts (which I was doing, via cut/paste) don't auto rotate when placed.

Probably a 'feature' but a usability issue if you ask me.
by blazespinnaker
Mon Dec 28, 2020 3:12 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3904

Re: I admit defeat.

Posted above, in case my edit didn't notify you.

Hmmm, let me try placing them manually rather than with bots.

D'oh! That was it. Freaking bots. Bug is a huge pain though, map is way too big to place signals manually.
by blazespinnaker
Mon Dec 28, 2020 3:03 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3904

Re: I admit defeat.

Hmmm, yeah, I'm starting to think this might be a bug. Just trying now in editor, it seems to work fairly flawlessly. Wheras in my world (started in 1.0.0), the lights are constantly blinking in very bizarre circumstances. Like, for example, placing two signals on the same length of track, with no j...
by blazespinnaker
Mon Dec 28, 2020 2:25 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3904

Re: I admit defeat.

Yah, so, not sure about the rules of thumb that I've read. Many different scenarios in terms of rail arrangements there and ways to optimize throughput. That's a very long and involved conversation, most of the opinions being somewhat subjective IMHO. Signal placement has been elevated to an art for...
by blazespinnaker
Sun Dec 27, 2020 10:27 pm
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3904

Re: I admit defeat.

Yah, I've built a few 100 junctions.

I was wondering if there were any precise rules.

None of the wikis mention any. I've looked at a lot!
by blazespinnaker
Sun Dec 27, 2020 9:36 pm
Forum: General discussion
Topic: Factorio is two games: pre and post robots.
Replies: 55
Views: 16676

Re: Factorio is two games: pre and post robots.

As far as I understand, the prime reason that throws you off of testing your theories yourself is that you simply lack the finger skill required to keep up with your thoughts. The suggestion was to slow the game down using /c game.speed = X which is I think the best way to do it. Scripting isn't re...
by blazespinnaker
Sun Dec 27, 2020 9:24 pm
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3904

I admit defeat.

Is there a comprehensive guide anywhere regarding all the rules / scenarios of which you can place either train signal so that it will successfully divide a block? I have some general rules I've built up in my head, but there always seems to be some exception to those rules that I don't quite unders...
by blazespinnaker
Wed Dec 23, 2020 11:17 pm
Forum: Off topic
Topic: ""Factorio 2""
Replies: 77
Views: 32082

Re: ""Factorio 2""

Well, I was sort of thinking that a single 3d vertical building could be turned into a 'meta assembler'. In that way, you maintain your 2d over view. The 3d part just lets you invent interesting assemblers. There's some interesting opportunities for scale here as well. At some point after it's prove...
by blazespinnaker
Wed Dec 23, 2020 11:03 pm
Forum: Modding discussion
Topic: genetic alg for building optimization
Replies: 1
Views: 996

Re: genetic alg for building optimization

I finished the first version, fairly different from the above. I'll post to github soon as well as initial results. GA is a lot of fun, thinking through some of the hinting heuristics and evolutionary concepts is pleasant. Not entirely sure if my crossover alg is best, but seems to be finding optima...
by blazespinnaker
Wed Dec 23, 2020 8:04 pm
Forum: Off topic
Topic: ""Factorio 2""
Replies: 77
Views: 32082

Re: ""Factorio 2""

Building in 3 dimensions would be very cool Playing "Factory Town" convinced me (by being a confusing multi-layered counter-example) that single-layer building with a top-down perspective is a requirement for any good management game, not a limitation. With several layers above each other...
by blazespinnaker
Wed Dec 23, 2020 12:17 am
Forum: Won't fix.
Topic: [1.1.6] Ghost power poles still prevent connection of new powerline
Replies: 8
Views: 2876

Re: [1.1.6] Ghost power poles still prevent connection of new powerline

This 'feature' makes using BPs without bots tough to use unless you remove all the power poles (which I do)
by blazespinnaker
Tue Dec 22, 2020 8:03 pm
Forum: General discussion
Topic: your thoughts on menu simulation
Replies: 64
Views: 19813

Re: your thoughts on menu simulation

Yeh, you can save game plays. I dunno how they implemented it, but hopefully in a way it won't be a stretch to easily submit and share.

It'd be a great way to discover new perspectives on how to play the game in interesting, compelling ways.
by blazespinnaker
Tue Dec 22, 2020 7:53 pm
Forum: General discussion
Topic: your thoughts on menu simulation
Replies: 64
Views: 19813

Re: your thoughts on menu simulation

Love it. Very inspiring for a new player. Sounds freak me out sometimes, though. But that's cool.

I watched them all. Just want more. It'd be really great if the community could share sequences.
by blazespinnaker
Tue Dec 22, 2020 7:40 pm
Forum: Off topic
Topic: ""Factorio 2""
Replies: 77
Views: 32082

Re: ""Factorio 2""

Building in 3 dimensions would be very cool, if that is what is meant by 3d. I think that might be a bit overwhelming for some, however. But 3d graphics and animations for the sake of replacing our imagination seems like a rather large and unfortunate waste of game development budget. That sort of s...
by blazespinnaker
Tue Dec 22, 2020 6:54 pm
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 10903

Re: Come up with new infinite research

In my opinion this is very good change for all building games. Factorio, IMHO, is best when it's about complex, emergent problems that require creative and innovative solutions that have diversity in the components and how they collaborate. When elegant /symmetrical approaches work particularly wel...
by blazespinnaker
Mon Dec 21, 2020 2:35 pm
Forum: Combinator Creations
Topic: Remote Controlled Circuit Switch
Replies: 22
Views: 9908

Re: Remote Controlled Circuit Switch

Ok now I understand - my play style is more ... square-ish, so I need only to defend my outer walls. Yeah, I did something similar for awhile, but after my artillery had enough range, putting them on islands sort of made biters redundant. Walls / turrets, etc, no need. :). My landmine production is...
by blazespinnaker
Mon Dec 21, 2020 2:29 pm
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 10903

Re: Come up with new infinite research

WMD / Defense: I spend zero time on defense. I have no walls / turrets / lasers. Artillery + logistics on islands is OP. I have a few landmines here and there for stragglers. Really, unless they add amphibians, biters become a non issue at a certain point. https://forums.factorio.com/viewtopic.php?f...

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