Search found 231 matches
- Sat Nov 11, 2017 6:13 pm
- Forum: Not a bug
- Topic: [0.15.37] Splitter Throughput Strangeness
- Replies: 1
- Views: 975
[0.15.37] Splitter Throughput Strangeness
I've spent the last hour trying to see if this has been reported, but I can't find anything. I'm seeing a weird issue where one belt backs up on the input of a standard 4x4 balancer despite no output belts being blocked. You can observe the behavior here: https://imgur.com/LewXrJy The input belts ar...
- Fri Oct 27, 2017 4:09 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 66499
Re: Friday Facts #214 - Concrete rendering
I really like the new look, but I like the grid pattern and smoothness of the current concrete more. :/ It would be great if we could somehow get both.
- Fri Oct 13, 2017 10:40 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 64399
Re: Friday Facts #212 - The GUI update (Part 1)
For the people asking for various additions and changes to how to do schedules like GOTO's and conditional exit conditions and conditional grouping to control order of operations... ... Just make train schedules modifiable with combinators, and we can create any complex system we can imagine on our ...
- Fri Sep 29, 2017 2:49 pm
- Forum: News
- Topic: Friday Facts #210 - Circuit connector module implementation
- Replies: 41
- Views: 22745
Re: Friday Facts #210 - Circuit connector module implementation
Looks great! With the lamp update, would it be possible to address the over saturation effect of having a large number of colored lamps close together? If they behaved more like white lamps where they only light up the respective colors of the surrounding terrain to full brightness rather than addin...
- Fri Sep 22, 2017 8:05 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 56075
Re: Friday Facts #209 - Optimisation is a way of life
Those new stone paths are fantastic! I'd love to see what they look like bordering some concrete. Re bots, the invulnerability thing bugs me. It could be exploited as others have pointed out. Personally, I consider combat and biter management an important aspect of the game, and bots should need to ...
- Fri Sep 01, 2017 10:12 pm
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 39845
Re: Friday Facts #206 - Workflow optimisation
What would happen if you replaced the iron belt in the attached image with underground belt? Would it trace the belt, replace part of the copper belt, replace nothing or something completely different? Also: What happens with items on the replaced belt? are they moved to your inventory or placed on...
- Fri Aug 11, 2017 5:06 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 69722
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
I fully approve of this pre 1.0 scope creep! This will be really useful. Thank you!
- Fri Jul 07, 2017 6:21 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 68225
Re: Friday Facts #198 - Rail segment visualisation
I also propose CRC -> SHA-* as you don't use it permanently (only when loading/saving) so performance hit is a non-issue and it's more future-proof. Actually, I was astounded to get to know you use a meager CRC for creating object-hashes... You can throw as many bits onto the checksum as you like, ...
- Fri Jul 07, 2017 5:21 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 68225
Re: Friday Facts #198 - Rail segment visualisation
Would it be too performance intensive to do a full compare if checksums match? Everything that optimizes comparisons with checksums has to deal with this eventuality, from hash table data type implementations to filesystem deduplication engines. The item stack change is a cool example of a little ch...
- Fri Jul 07, 2017 12:56 am
- Forum: Releases
- Topic: Version 0.15.28
- Replies: 53
- Views: 33492
Re: Version 0.15.28
As somebody who doesn't use the spacebar heating feature, thanks for the diagonal station names.
- Fri Jun 23, 2017 5:33 pm
- Forum: News
- Topic: Friday Facts #196 - Back on track
- Replies: 42
- Views: 22714
Re: Friday Facts #196 - Back on track
Why is all the code so closely coupled? Isn't it good design to loosely couple stuff? Especially between GUI and networking stuff, that sounds crazy. Generally, but that has a cost, usually in terms of performance. It gains you easier to maintain, read, and modify code. For many applications that's...
- Thu Jun 22, 2017 2:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 46703
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
I discussed this issue at great length with that same friend, and we both agreed the new inserter behaviour has merit and application which will expand possible gameplay and inspire new methods and ideas, this is a good thing. While preparing for the possibility that it would not be reverted I was ...
- Thu Jun 22, 2017 2:37 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 46703
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
This increases the complexity of a lot of circuits using things like decider combinator feedback counters by forcing an edge detector to turn a pulse into a sustained signal, and even then, as others have pointed out, you can't be sure when the inserter is done and stop it before it picks up another...
- Fri Jun 16, 2017 10:54 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 53082
Re: Friday Facts #195 - Poles re-design
These all look off to me. and I think I know why. In my head (and I have no idea if this is how it is meant to be) the structures of Factorio are to scale with the player. Everything is smaller than what we encounter in real life simply because the engineer is limited in that way without cranes and ...
- Sat May 27, 2017 10:25 pm
- Forum: Releases
- Topic: Version 0.15.16
- Replies: 15
- Views: 19956
Re: Version 0.15.16
[*]As a one-time migration, enemy spawners will reset their absorbed pollution to zero when a save from a previous version of 0.15 is loaded. (https://forums.factorio.com/48662) This is to avoid an extreme temporary spike in difficulty that would happen after loading a save with many spawners that ...
- Fri May 26, 2017 2:18 pm
- Forum: Releases
- Topic: Version 0.15.14
- Replies: 22
- Views: 18210
Re: Version 0.15.14
Holy crap! The way that north facing inserter bug got fixed is epic as hell!
- Tue May 23, 2017 11:10 pm
- Forum: Not a bug
- Topic: [Twinsen] [0.15.13] Buffer overflow in constant combinators
- Replies: 4
- Views: 1804
Re: [0.15.13] Buffer overflow in constant combinators
Combinators have always been based on signed 32 bit ints afaik. This behavior has even been (ab)used in the past for some interesting effects. See: https://www.reddit.com/r/factorio/comments/5f7x13/is_there_a_risk_for_integer_overflow_in/ Funnily enough the two uses documented there are no longer ne...
- Fri May 05, 2017 8:17 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 74052
Re: Friday Facts #189 - Specifying the 1.0
But with pumpjack for example, I just craft it when I need it on place, and it just slows the game down. The slowdown is not enough push to automate the production, so the only effect is the extra time to wait for crafting which makes the game just less fun in my view. Funny thing is, on my last la...
- Fri May 05, 2017 7:32 pm
- Forum: Releases
- Topic: Version 0.15.8
- Replies: 58
- Views: 34420
Re: Version 0.15.8
Loving the new underground belt distances, but, as many have pointed out, 5,8,11 would be a better distribution... +1. Here's a comparison of different gaps relative to the typical main bus design: 5-8-11 allows to cleanly upgrade from yellow to blue ug belt: 4 x yellow pair = 2 x blue pair 3 x yel...
- Fri May 05, 2017 1:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Biters freeze just outside of flamethrower radius
- Replies: 5
- Views: 4343
Re: [posila] Biters freeze just outside of flamethrower radius
Thanks for fixing! I know this has been classified a few times before as not a bug, so thanks for reconsidering.