Search found 244 matches

by MrGrim
Fri Jun 29, 2018 8:17 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 110746

Re: Friday Facts #249 - Dead end exploration

Proposal 2 definitely has some problems, but I'd be a wee bit sad to lose blueprints as items. It's mostly because I've developed a habit of storing blueprints in contextually relevant locations. E.g. my nuclear engineering train has a few nuclear blueprint books in it.

Re limits, no matter what ...
by MrGrim
Tue May 22, 2018 3:09 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 88975

Re: Please, no device dependent coordinates

Please, please stop measuring things, anything, in device dependent coordinates. Please stop using pixels. IMHO, nothing should ever surface pixels as a coordinate system, ever!

The use of pixels has caused enormous amounts of pain as people switch to 4k displays. They will cause enormous amounts ...
by MrGrim
Mon Mar 19, 2018 7:33 pm
Forum: Releases
Topic: Version 0.16.31
Replies: 19
Views: 19202

Re: Version 0.16.31

MadClown01 wrote:
MrGrim wrote:
FactorioBot wrote: Bugfixes
  • Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
I must admit... how this one happened has me intensely curious. :)
Surely they just directly entered mod_setting = 1/30 into the config file
Well, duh. :) I mean the crash.
by MrGrim
Mon Mar 19, 2018 7:22 pm
Forum: Releases
Topic: Version 0.16.31
Replies: 19
Views: 19202

Re: Version 0.16.31

FactorioBot wrote: Bugfixes
  • Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
I must admit... how this one happened has me intensely curious. :)
by MrGrim
Mon Feb 19, 2018 9:35 pm
Forum: Releases
Topic: Version 0.16.25
Replies: 72
Views: 52044

Re: Version 0.16.25

\[inserter compression\] sounds like something we will never (have to) think about again!

This makes me sad, but I still love this game. As a game that derives its pleasure from actively engaging creative problem solving, I hope there aren't too many things we stop thinking about before 1.0. Now ...
by MrGrim
Fri Jan 12, 2018 7:22 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 617309

Re: Friday Facts #225 - Bots versus belts (part 2)

I'm sorry I ever doubted you! To think all of this lead to priority _and_ filter splitters! :D
by MrGrim
Fri Dec 22, 2017 11:22 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 82021

Re: Friday Facts #222 - Christmas avalanche

You're right we got use to it. This wasn't some unintended behavior like inserting into underground belts. This was a front and center feature showed off in a previous FFF and one of the defining features of vanilla tankers vs the prior popular modded ones. Of _course_ we got use to it.

If you want ...
by MrGrim
Thu Dec 21, 2017 9:19 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Replies: 27
Views: 17682

Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug

Well they might have removed the feature, but kept the tanks independent so that you still need 3 pumps to fill all 3 tanks, thus keeping them separate from each other. At least I'd hope so.

This is a much nicer way to remove the GUI while keeping the feature. Please consider doing it this way ...
by MrGrim
Thu Dec 21, 2017 9:01 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 97977

Re: Version 0.16.7

If there is a really hard need not to reimplement this feature, it would be much better to make three separated tanks per default instead of one big tank. It is no problem to set up 3 pumps to an existing train station instead of one rather than to extend all existing train stations in an existing ...
by MrGrim
Thu Dec 21, 2017 8:09 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 97977

Re: Version 0.16.7

I am glad that is removed the different fluids on the wagons XD

posting to counter all those that are upset. i haven't met a person that used them as different fluid types

if i needed a stop to have more than one fluid i made a different train stop per fluid type

But.. why are you glad? That's ...
by MrGrim
Thu Dec 21, 2017 7:23 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 97977

Re: Version 0.16.7


Changes

Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.



Ah... damn.

I actually used this feature for a water train feeding an 84 reactor nuclear plant. The problem I had was uneven emptying of wagons, and my ...
by MrGrim
Sat Dec 16, 2017 12:13 am
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 89767

Re: Friday Facts #221 - 0.16 is out

I think people are getting confused about the two cases of side loading.

1) Side loading should retain the "compression" of the incoming belt. If A fully compressed lane is being fed into the side of a new belt, then that compression should be retained. In my limited testing of 0.16 so far, this ...
by MrGrim
Fri Nov 24, 2017 1:09 pm
Forum: Releases
Topic: Version 0.15.38
Replies: 32
Views: 28115

Re: Version 0.15.38

I didn't sleep until April again, did I? ;)
by MrGrim
Sat Nov 11, 2017 6:13 pm
Forum: Not a bug
Topic: [0.15.37] Splitter Throughput Strangeness
Replies: 1
Views: 1371

[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 ...
by MrGrim
Fri Oct 27, 2017 4:09 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 94329

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: 94714

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: 31497

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 ...
by MrGrim
Fri Sep 22, 2017 8:05 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 82106

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: 55362

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: 101397

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!

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