Search found 194 matches

by Hexicube
Sun Sep 16, 2018 2:47 pm
Forum: Ideas and Suggestions
Topic: [FFF 260] Pipe junctions should merge, for reduced calculations
Replies: 7
Views: 904

[FFF 260] Pipe junctions should merge, for reduced calculations

In the most recent FFF the new proposed system is effectively turning the entire pipe network into single pipe segments connected with junctions. This is an improvement in theory, but it mentions junctions would be a little more CPU intensive...and then it shows the last image: https://eu1.factorio....
by Hexicube
Mon Aug 20, 2018 3:47 am
Forum: Pending
Topic: [0.16.51] Splitter has noticeable wobble at exactly 1x zoom
Replies: 2
Views: 495

[0.16.51] Splitter has noticeable wobble at exactly 1x zoom

I assume this only happens with high graphics (double res), and is additionally only there in specific orientations. The problem is a lot harder to see at other zoom levels, except for 0.5x where it is exacerbated. I can see it in fast splitters facing right and down, but not left and up. When looki...
by Hexicube
Sun Aug 19, 2018 4:32 pm
Forum: Not a bug
Topic: [0.16.51] Large save for potential map load/save optimising
Replies: 1
Views: 387

[0.16.51] Large save for potential map load/save optimising

Note: I am not actually reporting a bug, but since this is where performance problems go, I figured this is the best place. I have a 350MB save where I explored 125k tiles to the right, and it takes a long time to load/save as expected. I've decided to offer it as an optimisation target, to see if e...
by Hexicube
Wed Aug 15, 2018 10:16 pm
Forum: Ideas and Suggestions
Topic: Always use 3 s.f. when showing shortened numbers
Replies: 16
Views: 1699

Always use 3 s.f. when showing shortened numbers

Currently it's a little inconsistent, it will show 3 s.f. if the abbreviation needs 100s and will show 2 s.f. otherwise. This is what it currently looks like: https://i.imgur.com/Tq4Vnoi.png "1.0k" "10k" "100k" In order to squeeze enough space for this extra digit (since the decimal eats valuable re...
by Hexicube
Fri Jun 22, 2018 7:24 pm
Forum: Implemented mod requests
Topic: Burner generator entity for modded
Replies: 5
Views: 676

Burner generator entity for modded

Re-suggesting this in light of FFF #248, and also since there's no clean way to do this with the entities available. Right now if I want to implement a burner generator in modded I have to create the following: - A water generator - A steam engine - If I want a burn result, an extra entity to extrac...
by Hexicube
Sat Jun 02, 2018 9:02 pm
Forum: Balancing
Topic: [FOR 0.17] Recipe changes to high-tech/prod packs
Replies: 2
Views: 606

[FOR 0.17] Recipe changes to high-tech/prod packs

In light of the announced 0.17 science pack tech nodes (for clarity to new players), I have a proposal to go with it for 0.17: - Production and high-tech packs are made cheaper - Techs that currently require prod/ht packs become more expensive to compensate; alternatively, make blue packs more expen...
by Hexicube
Wed May 30, 2018 12:57 pm
Forum: Not a bug
Topic: s3tc compressing atlases takes up to half a minute
Replies: 12
Views: 1078

Re: s3tc compressing atlases takes up to half a minute

We might also make an option to use lower-res sprites for shadows. And last but not least lot of shadow sprites could be cropped more because they contain also parts that is always occluded by machine that is casting the shadow. Honestly, for shadows, you could probably get away with something like...
by Hexicube
Tue Apr 17, 2018 7:07 pm
Forum: Ideas and Suggestions
Topic: Tech tree improvements (missing dependencies, empty techs)
Replies: 3
Views: 506

Tech tree improvements (missing dependencies, empty techs)

There's a few annoying cases inside the tech tree that I would like to be resolved: - Advanced material processing 2 is not required, directly or indirectly, by tech that needs the production pack unlocked by it - Portable solar don't require the solar panel tech, same issue as above - Energy shield...
by Hexicube
Tue Feb 20, 2018 7:51 am
Forum: Won't fix.
Topic: [16.25] [Mods] Accumulator drain does not function correctly
Replies: 1
Views: 459

[16.25] [Mods] Accumulator drain does not function correctly

When adding drain to accumulators via a mod, it is added to the accumulator but does not always drain power. It appears to only drain power when not connected to a network. A bare-bones mod is attached for reproducing the problem. The only thing it does is give accumulators 5kW drain. Steps to repro...
by Hexicube
Wed Jan 10, 2018 5:58 pm
Forum: Ideas and Suggestions
Topic: Max zoom should be 2x
Replies: 0
Views: 208

Max zoom should be 2x

Max zoom in amount should be 2x since HD graphics will be 1:1 at that scale, instead of 3.281x that is currently allowable. Alternatively, 4x would work, but you'd need a massive resolution to even benefit from anything beyond 2x. Here's some examples of the same area: 3.281x: https://i.imgur.com/XM...
by Hexicube
Thu Dec 14, 2017 9:47 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [15.35] [Mods] Inserter stops feeding furnace-type assembler
Replies: 8
Views: 1393

Re: [Rseding91] [15.35] [Mods] Inserter stops feeding furnace-type assembler

Issue persists in 0.16.2. https://mods.factorio.com/mods/Hexicube/Hexi_Inline_Ore_Processing Steps to reproduce: - Place a liquidator and provide crushed ore via an inserter as well as sulfuric acid, but do not extract the output. - Note: A separate issue surfaces if you place the inserter first; Th...
by Hexicube
Wed Nov 08, 2017 9:11 pm
Forum: Ideas and Suggestions
Topic: Assemblers should show in the UI that output blocks
Replies: 2
Views: 305

Assemblers should show in the UI that output blocks

A relatively simple change for new players. If the assembler has enough in all outputs to cause inserters to not want to add more items, the output slots should tint yellow. If any outputs are full, those slots should tint red instead.
by Hexicube
Tue Oct 17, 2017 6:21 pm
Forum: Minor issues
Topic: [0.15.35] Boiler type entities cannot eject burnt items
Replies: 7
Views: 1967

Re: [0.15.35] Boiler type entities cannot eject burnt items

Thanks for the report. This is unfortunately a limitation of the game as it is currently. An entity can't have 2 output inventories that inserters will grab from meaning the boiler which already has the main fuel as output can't also have the burnt result output. I've yet to see an effective design...
by Hexicube
Wed Oct 11, 2017 3:16 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.15.35] Non-square assemblers rotate strangely
Replies: 1
Views: 1108

[kovarex] [0.15.35] Non-square assemblers rotate strangely

There's a number of different things going on with assemblers and rotations, which become exposed when an attempt is made to create non-square ones: The selection box never rotates The collision box always rotates The north sprite is always used for creating new assemblers without always-visible flu...
by Hexicube
Tue Oct 10, 2017 2:41 pm
Forum: Minor issues
Topic: [0.15.35] Boiler type entities cannot eject burnt items
Replies: 7
Views: 1967

[0.15.35] Boiler type entities cannot eject burnt items

The burnt item slot on boiler entities cannot be emptied via inserters, which results in such a boiler eventually backing up and stopping entirely since no other method for automating this currently exists. Fuel items provided to the boiler can still be extracted via inserters. A mod is attached whi...
by Hexicube
Sat Sep 23, 2017 3:04 pm
Forum: Ideas and Suggestions
Topic: RNG shouldn't be used for player-usable items/entities
Replies: 5
Views: 764

RNG shouldn't be used for player-usable items/entities

TL;DR Uranium ore processing and red rocks should not have a random component, instead they should have a fixed yield. What ? Both uranium centrifuges (ore processing) and one type of red rocks have a random element to them. The centrifuge sometimes spits out U235, and the rocks give 25-50 stone+co...
by Hexicube
Wed Jun 21, 2017 8:52 pm
Forum: Ideas and Suggestions
Topic: Import/Export blueprints as PNG images
Replies: 7
Views: 2246

Import/Export blueprints as PNG images

PNG and JPEG support storing arbitrary data, and additionally has support for text stored with deflate compression. PNG's method: https://www.w3.org/TR/PNG/#11zTXt (iTXt could also work, storing the already-compressed string) I'd like to be able to directly drag an image of a blueprint into Factorio...
by Hexicube
Thu Apr 27, 2017 10:12 pm
Forum: Won't fix.
Topic: [15.3] Tech tree lines sometimes misaligned by 1px
Replies: 1
Views: 366

[15.3] Tech tree lines sometimes misaligned by 1px

I've only noticed this issue on the Railway and Portable Solar Panel techs, and is not there for Logistics Robotics (which also has 3 follow-up techs).

http://i.imgur.com/iFWqVZW.png

As shown, the central follow-up tech icon has the connecting line shift 1 pixel to the left.

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