Search found 231 matches

by MrGrim
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...
by MrGrim
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.
by MrGrim
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 ...
by MrGrim
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...
by MrGrim
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 ...
by MrGrim
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...
by MrGrim
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! :D This will be really useful. Thank you!
by MrGrim
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, ...
by MrGrim
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...
by MrGrim
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. :D
by MrGrim
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...
by MrGrim
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 ...
by MrGrim
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...
by MrGrim
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 ...
by MrGrim
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 ...
by MrGrim
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! :D
by MrGrim
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...
by MrGrim
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...
by MrGrim
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...
by MrGrim
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.

Go to advanced search