I noticed today that if I have a splitter in front of certain buildings (e.g. an assembly or wall), the splitter gets drawn under them, but for other other items it is fine (e.g. underground belt start/end).
Search found 294 matches
- Sat May 07, 2016 10:20 pm
- Forum: Won't fix.
- Topic: [0.12.33] Incorrect splitter render order
- Replies: 4
- Views: 2189
- Sat May 07, 2016 4:00 pm
- Forum: Ideas and Suggestions
- Topic: Multi Monitor Support
- Replies: 9
- Views: 14063
Re: Multi Monitor Support
There is no problem with an application or game creating multiple differently sized Windows (which can be fullscreen or not, and even use multiple separate GPU's in some cases), least under Window's/D3D (personal experience), pretty certain with OpenGL (since the OGL context is created within a Win3...
- Sat May 07, 2016 10:14 am
- Forum: Gameplay Help
- Topic: Is it possible to call a train getting some supplies ?
- Replies: 8
- Views: 2345
Re: Is it possible to call a train getting some supplies ?
No, but you can have a lot of fast insertions and chests with stack size bonus. It doesn't take long to load/unload an entire wagon of ore, and for the general supply wagons, your generally transferring considerably less.
- Sat May 07, 2016 10:07 am
- Forum: Gameplay Help
- Topic: Is it possible to call a train getting some supplies ?
- Replies: 8
- Views: 2345
Re: Is it possible to call a train getting some supplies ?
Well, i just fill the wagon up with commonly needed components for the outposts (ammo, repair packs, replacement turrets, etc.), then have a roboport at the outpost itself for repair bots. The wagon is the first one on every one of my trains ore/oil trains, so runs all the time. I also have a constr...
- Sat May 07, 2016 9:04 am
- Forum: Gameplay Help
- Topic: Is it possible to call a train getting some supplies ?
- Replies: 8
- Views: 2345
Re: Is it possible to call a train getting some supplies ?
I just do it by having a normal wagon for supplies on my trains. You can filter the wagon inventory the same way you can filter your quickbar so that the wagon will only hold certain items. Then you can use requester chests or similar to load that wagon.
- Fri May 06, 2016 7:11 pm
- Forum: Gameplay Help
- Topic: No power at night
- Replies: 7
- Views: 6151
Re: No power at night
Its just because accumulators are like at the bottom of the power priority queue. So they will only discharge when there is not enough power from all other sources combined, and will only charge using "spare" power from other sources. And there is not a clear and hard rule to "fix&quo...
- Fri May 06, 2016 7:06 pm
- Forum: Ideas and Suggestions
- Topic: Fast ans smart Long-handed inserters
- Replies: 4
- Views: 1449
Re: Fast ans smart Long-handed inserters
Actually, i kinda like that the fast inserters are only short, it gives me a bit of extra challenge to make sure certain things are on the close belt, or having to leave space for multiple long inserters. I guess I wouldn't mind a long armed smart inserter, if it had the same speed as the normal lon...
- Thu May 05, 2016 9:20 pm
- Forum: Gameplay Help
- Topic: Trains and optimal layouts
- Replies: 12
- Views: 27563
Re: Trains and optimal layouts
Well, you can just make the junction wider rather than the entire line, although yeah, lots of space between to accommodate the curves and signals... I do really hope they get round to making proper path signals and more compact s-bends...
- Thu May 05, 2016 5:10 pm
- Forum: Ideas and Suggestions
- Topic: Change the Research screen for more readability
- Replies: 6
- Views: 2409
Re: Change the Research screen for more readability
Civ has a pretty linear tech sequence in comparison though, as do a lot of games. You tried laying out the current Factorio tech tree as an example (on paper/paint/whatever, doesn't need to be pretty)? And thats not even considering some of the currently missing links (at least in my mind, like bein...
- Thu May 05, 2016 4:57 pm
- Forum: Gameplay Help
- Topic: Trains and optimal layouts
- Replies: 12
- Views: 27563
Re: Trains and optimal layouts
So, when a train is anywhere in the junction such as that, say where this wagon is, it will block all these other paths (red), that dont cross the train/wagons path. Only trains traveling along the top line are not blocked (green). factorio-function-1.png So in Factorio you need extra signals betwee...
- Thu May 05, 2016 1:41 pm
- Forum: Gameplay Help
- Topic: Trains and optimal layouts
- Replies: 12
- Views: 27563
Re: Trains and optimal layouts
The problem I see there is that with Factorio's lack of path signalling (see OpenTTD), that in several places 2 parallel lines are in a single signal block, and in the middle 3 of 4 lines are, plus both junction lines (so 5/6 total). This means that if you have trains running next to each other (say...
- Thu May 05, 2016 1:06 pm
- Forum: Ideas and Suggestions
- Topic: Water: BECAUSE IT DOES NOTHING
- Replies: 8
- Views: 4521
Re: Water: BECAUSE IT DOES NOTHING
Getting stuck is a pain true, and simple terraforming or bridges would solve that. Id love proper ships though so can have map gen modes that create islands and larger continents. After a while you would use up the resources on your starting island, and need to invest in the complex logistics of lar...
- Thu May 05, 2016 12:52 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 90
- Views: 21883
Re: ARM Architecture Server build
Is an RPi really powerful enough? I was monitoring the CPU load of my MP game recently, and it is pretty demanding, using 50+% of a core on my 3.5GHz PhenomII server. Was trying to see if an AWS T2.micro will be enough (works out something like $40/year for 24/7, and a lot less if you just run as ne...
- Wed May 04, 2016 7:46 pm
- Forum: Ideas and Suggestions
- Topic: Train stations
- Replies: 8
- Views: 2578
Re: Train stations
yeah, thats kinda what I was thinking instead of something really complex, some kind of pump for tankers, and some kind of station crane with warehouse for wagons (rather than a line of loaders + chests), with a 1-per wagon/tanker limit, so side stepping annoying scaling issues (e.g. 7 tiles horizon...
- Tue May 03, 2016 12:58 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 29
- Views: 14611
Re: Above 60 fps (120 or 144).
Camera position is the same equation I showed as for object position, for what value it adds when its only panning. Its the same thing most 3D games do, since like I said, an actual variable step simulation is normally a bad thing
- Tue May 03, 2016 11:53 am
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 29
- Views: 14611
Re: Above 60 fps (120 or 144).
Variable tick length would break the multiplayer model, so its really not going to happen, and is not needed. Generally you want to avoid this anyway, variable time step screws with physics simulations, and makes every single piece of logic more complex. Rather you can interpolate object positions f...
- Mon May 02, 2016 7:29 pm
- Forum: Modding discussion
- Topic: Redistributing modified assets from the base game
- Replies: 4
- Views: 1231
Redistributing modified assets from the base game
Am I allowed to create and distribute a mod by modifying existing Factorio content (e.g. a new item by taking sprites from data/base/graphics/ and recolouring it for say a new fluid), and is the terms and conditions for doing so formally documented somewhere?
- Mon May 02, 2016 9:28 am
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 34282
Re: Source management and Licensing for Mods
In what way do mods not count as linking as a dll/so/jar does? None of these mods added an exception, there is an explicit bit about OS libraries (e.g. kernel32.dll etc), and LGPL allows exactly this in general (seperate possibly closed time runtime, but not source components)
- Sun May 01, 2016 8:16 pm
- Forum: Ideas and Suggestions
- Topic: Train stations
- Replies: 8
- Views: 2578
Re: Train stations
I actually was thinking about this sort of thing recently. Allthough with it doing less than shown above. Instead just being like a 1-per wagon warehouse building with the same item filter and storage space as the cargo wagon, maybe logistic bot in/out support, and maybe a dedicated belt in/out port...
- Fri Apr 29, 2016 8:20 pm
- Forum: Implemented Suggestions
- Topic: Use fork() on *nix systems for doing save game
- Replies: 21
- Views: 6671
Re: Use fork() on *nix systems for doing save game
85% copying memory 10% compressing the save data 5% writing to disk Something is wrong there, on an AWS T2 micro instance I get over 5GB/s on memcpy. There must be a lot of stuff going on around it, or operations not playing well with the cache and memory subsystem for Factorio to spend so much tim...