Search found 37 matches

by fandingo
Thu Jul 14, 2016 10:30 pm
Forum: Ideas and Suggestions
Topic: Discuss: Power Switch should not "Blink"
Replies: 71
Views: 48293

Re: Power Switch have a Durability and need Maintenance

This gets back to the age-old problem with Factorio: If X requires maintenance, why don't belts and everything else with moving parts also need maintenance? Following that, what gameplay mechanic can the player reasonably use to service that many entities?
Simple answer: Cause that is not ...
by fandingo
Thu Jul 14, 2016 10:05 pm
Forum: Ideas and Suggestions
Topic: Discuss: Power Switch should not "Blink"
Replies: 71
Views: 48293

Re: Power Switch have a Durability and need Maintenance


Suggestion #1: put two different circuit or logistic conditions into the power switch: one to turn ON and one to turn OFF.
This ^^ is a best solution to prevent switch from jiggling around exact condition.

It's worth pointing out that the latch solution doesn't accomplish the same thing. It ...
by fandingo
Thu Jul 14, 2016 9:58 pm
Forum: General discussion
Topic: Is the jump from science pack 2 to 3 too large?
Replies: 77
Views: 38236

Re: Is the jump from science pack 2 to 3 too large?

I don't see much problem in the steep jump.
For me I don't really see the problem so much with the steep jump, it is the vast cliff on the other side that worries me :lol:


I'll be a little intentionally obtuse: What cliff? After building blue science automation, there's tons of stuff to do ...
by fandingo
Wed Jul 13, 2016 2:31 am
Forum: General discussion
Topic: Is the jump from science pack 2 to 3 too large?
Replies: 77
Views: 38236

Re: Is the jump from science pack 2 to 3 too large?

I read through the thread, and call me one of the skeptics. I don't see much problem in the steep jump. I guess no one has described their specific ideas of what "easier" blue and "harder" purple means. Could you post some recipe.lua examples of what you're thinking. It's important to understand ...
by fandingo
Wed Jul 13, 2016 2:01 am
Forum: Ideas and Suggestions
Topic: Discuss: Power Switch should not "Blink"
Replies: 71
Views: 48293

Re: Power Switch have a Durability and need Maintenance

This gets back to the age-old problem with Factorio: If X requires maintenance, why don't belts and everything else with moving parts also need maintenance? Following that, what gameplay mechanic can the player reasonably use to service that many entities?

There's also a more practical concern. I ...
by fandingo
Sat Jul 09, 2016 12:35 am
Forum: Resolved Problems and Bugs
Topic: [0.13.6] Trains Crash into Gates
Replies: 7
Views: 8023

Re: [0.13.4] Trains Crash into Gates

I think this is a separate issue. First, I'm running 0.13.4 , which has this fix. Second, the train doesn't get stuck. It keeps moving and damages the gate. Third, in the pics in the linked thread, the gate is up (red lights on gate) when the train collided. In my case, the gate is almost down and ...
by fandingo
Fri Jul 08, 2016 11:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.6] Trains Crash into Gates
Replies: 7
Views: 8023

[0.13.6] Trains Crash into Gates

I've never seen this issue before, so it appears to be new in 0.13.

In some of my outposts, the trains have to make a sharp turn before approaching a gate. The logic for lowering a gate doesn't work in this situation, and the train crashes into the gate. This PAX station (where the train is ...
by fandingo
Fri Jul 08, 2016 2:26 am
Forum: Ideas and Suggestions
Topic: Send Inventory of Train to Circuit/Logistics Networks
Replies: 1
Views: 1962

Send Inventory of Train to Circuit/Logistics Networks

In 0.13, we got the ability to connect a train station to the circuit network.

A connected station has this menu:

https://imgur.com/i3BmQPH.png

There is only one mode of operation, which is useful for wait conditions. My idea is to add two additional modes, possibly with the ability to enable ...
by fandingo
Fri Jul 01, 2016 11:17 pm
Forum: Not a bug
Topic: [NOTABUG] [0.13.3] Full Inventory While Crafting
Replies: 2
Views: 1784

Re: [NOTABUG] [0.13.3] Full Inventory While Crafting

Apologies for sending you on a wild goose chase. :oops: I should've tried harder to reproduce before reporting. On a second try, no errors.

Confirmed not a bug.
by fandingo
Fri Jul 01, 2016 10:38 pm
Forum: Not a bug
Topic: [NOTABUG] [0.13.3] Full Inventory While Crafting
Replies: 2
Views: 1784

[NOTABUG] [0.13.3] Full Inventory While Crafting

I was crafting some items with a full inventory. As usual, this causes the crafted items to be dropped, which is fine. When I noticed this, I put down a chest and freed up some inventory space.

The problem is that subsequently crafted items still trigger an inventory full message, and the item is ...
by fandingo
Wed May 04, 2016 5:45 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 266784

Re: Solar panels less of a no-brainer


Part of it is that people are naturally drawn towards being efficient, what one might call "laziness" is really just letting us focus our limited time and attention on more important issues. The downside of that, if you have a boring, powerful system in a game then another, more interesting but ...
by fandingo
Tue May 03, 2016 4:09 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 266784

Re: Solar panels less of a no-brainer

I think I like this response the best out of all of what I've read. Solar is awesome in it's own right and is a great step after coal and fits well. If we keep that thought, then another way to balance solar is to devalue it by increasing demand beyond it

Why does solar need "balancing?" This isn ...
by fandingo
Mon May 02, 2016 6:45 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 266784

Re: Solar panels less of a no-brainer

I read through this entire thread, and there's a lot of good discussion. I'm also a relatively new player (~90 hours and two rocket-launching saves).

I don't think there needs to be any changes to solar whatsoever. I'll try to lay-out three reasons.

1) Many parts of Factorio are "plop and forget ...
by fandingo
Fri Apr 29, 2016 12:25 am
Forum: Implemented Suggestions
Topic: Use fork() on *nix systems for doing save game
Replies: 21
Views: 12597

Re: Use fork() on *nix systems for doing save game

It's not as simple as just forking and it solving all problems. Now you need an IPC mechanism to communicate between the two processes, so the save process can report what happened. That could be implemented simply with waitpid() in the parent, but then you need a separate thread for waiting ...
by fandingo
Wed Apr 27, 2016 4:38 am
Forum: Resolved Problems and Bugs
Topic: [0.12.x Steam] [kovarex] Keybindings when switching operating system
Replies: 4
Views: 3231

Re: [0.12.x Steam] [kovarex] Keybindings when switching operating system

Here's my config in Linux after getting the keys fixed.

[controls]
editor-show-hard-difficulty=F11
editor-show-normal-difficulty=F10
editor-show-easy-difficulty=F9
editor-show-all-difficulties=F8
editor-edit-entity-details=t
editor-remove-entity=x
editor-tool-secondary-action=mouse-button-2
editor ...
by fandingo
Tue Apr 26, 2016 3:48 am
Forum: Resolved Problems and Bugs
Topic: [0.12.x Steam] [kovarex] Keybindings when switching operating system
Replies: 4
Views: 3231

Re: [0.12.x Steam] Keybindings when switching operating system

Here's a screen shot of a Linux -> Windows transition:

https://imgur.com/i5LmqbL.png

One thing I noticed was "show info." On Linux, it seems that the ALT keys show up separately. I use the left alt key in both operating systems. On Linux, Factorio shows the keybinding as ALT_L, but in Widows, it ...
by fandingo
Sun Apr 24, 2016 7:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.x Steam] [kovarex] Keybindings when switching operating system
Replies: 4
Views: 3231

[0.12.x Steam] [kovarex] Keybindings when switching operating system

I game on both Windows and Linux, sharing my current save via Steam syncing. I've noticed that when I switch from one to the other (doesn't matter which) a few of the keybindings break. The most important being enter/leave vehicle. It always gets set to a red unknown value.

Screenshot of the most ...

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