Search found 535 matches

by Zaflis
Sat Oct 13, 2018 9:22 am
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 69393

Re: Friday Facts #264 - Texture streaming




If for some reason, VRAM use ever becomes an issue, you could give players the option to only use any 2nd, 3rd or 4th frame of each animation, so that only animation FPS suffers instead of having the entire scene FPS drop. That way, animations would lag but player movement would still be ...
by Zaflis
Mon Oct 01, 2018 5:29 pm
Forum: Pending
Topic: [0.16.51] Chainsignal stuck yellow
Replies: 19
Views: 10139

Re: [0.16.51] Chainsignal stuck yellow

Hold some signal in hand so the segment colors show on tracks and screenshot? Maybe they're not divided like you thought they are.
by Zaflis
Mon Oct 01, 2018 11:27 am
Forum: Ideas and Suggestions
Topic: Better turret and artillery range visuals in map
Replies: 2
Views: 1553

Re: Better turret and artillery range visuals in map


1. You have an insane amount of water.
2. That's a very low level of pollution.

1. Yes, it was a mistake. But that's also a worldgen issue that it's even able to make it so fragmented even on high freq, if that's what we used.
2. The pollution is due to your mods ;) MK8 raw productivity and ...
by Zaflis
Mon Oct 01, 2018 1:12 am
Forum: Ideas and Suggestions
Topic: Train station groups
Replies: 10
Views: 5780

Re: Train station groups


Let's face it, single station, no matter how big usually isn't up to the task to keep things fed at a decent rate. Multiple stations with the same name work, to a point. When demand becomes higher than supply, stations with the highest path cost get no love.

Trains are lazy, they always tend to ...
by Zaflis
Mon Oct 01, 2018 12:56 am
Forum: Implemented Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 72
Views: 39047

Re: Option to disable no-power flashing

I tried to tackle this issue before with a mod that makes the warnings less distracting: https://mods.factorio.com/mod/SmoothWarnings
(I'm sorry, i forgot to do accumulators back then, maybe some day i'd decide to update it but accumulators do that so rarely i didn't even think about it.)

I find ...
by Zaflis
Mon Oct 01, 2018 12:37 am
Forum: Ideas and Suggestions
Topic: Better turret and artillery range visuals in map
Replies: 2
Views: 1553

Better turret and artillery range visuals in map

I'll start with a picture of what it's like ingame now:
turret_ranges.png

Not only is it red, same as pollution (which was enabled to show in the screenshot) but doesn't have any borders and it almost perfectly disappears into the map itself. If i were to draw rough border on couple of them ...
by Zaflis
Sun Sep 30, 2018 11:35 pm
Forum: Pending
Topic: [0.16.51] Expansion candidate chunks issue
Replies: 2
Views: 1330

Re: [0.16.51] Expansion candidate chunks issue

Rampant acts differently, it will periodically attempt to send attack waves. Our pollution is nowhere near them. Why none of them get to us i don't know, but it's propably due to his script. I've made sure there's enough land connections, and i keep making more with landfills.

But if you say ...
by Zaflis
Sun Sep 30, 2018 10:52 pm
Forum: Pending
Topic: [0.16.51] Expansion candidate chunks issue
Replies: 2
Views: 1330

[0.16.51] Expansion candidate chunks issue

As you can see from the debug view, game is valuing chunks for expansion that they can't get to, as high potential 1.0.

expansion_attempts.jpg

We made a mistake generating such a ribbon world in the first place, but the aliens are giving no challenge at all even with Rampant mod. They can't send ...
by Zaflis
Fri Sep 21, 2018 5:10 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 62290

Re: Friday Facts #261 - Performance + New player interaction

I guess there could be a skip option for the game-interrupting tooltips, so more experienced can go through with the scenarios and still have some fun doing it. But the tips could be collected in a list for easier access at any point in time, in case you missed anything.
by Zaflis
Fri Sep 21, 2018 4:52 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 62290

Re: Friday Facts #261 - Performance + New player interaction

People seem to favor scaling width, i don't see why. There's a reason books aren't 1 meter wide. Apart from being clumsy to hold, your eyes can't physically keep track of what line you're reading if it's too wide. It would cause eye strain to read. I don't maximize browser window even with 1920x ...
by Zaflis
Fri Sep 07, 2018 2:18 pm
Forum: Logistic Train Network
Topic: Simpler version of mod possible?
Replies: 6
Views: 2542

Re: Simpler version of mod possible?

All manuals references can be found in this thread:
https://forums.factorio.com/viewtopic.php?f=214&t=59824

I've also added Nilaus video link to the main post.
The Nilaus video helps quite a bit, and i'll be able to use the mod. But he uses circuits very heavily for basic things, even for setting ...
by Zaflis
Fri Sep 07, 2018 1:30 pm
Forum: Logistic Train Network
Topic: Simpler version of mod possible?
Replies: 6
Views: 2542

Re: Simpler version of mod possible?

Short answer:
NO. LTN is as simple as possible.
I guess this mod just needs a guide then, i can't figure out how it works from the main thread
https://forums.factorio.com/viewtopic.php?f=214&t=51072

How do i tell station that it needs iron, and that other station supplies it? Do i still need to ...
by Zaflis
Fri Sep 07, 2018 11:57 am
Forum: Logistic Train Network
Topic: Simpler version of mod possible?
Replies: 6
Views: 2542

Simpler version of mod possible?

I didn't expect this mod to be all about circuits. You don't need em with logistics robots, you shouldn't need em with trains either. Secondly this mod uses requester and passive chests for robots, that's not good. Robots and trains networks should be strictly separated. Does Factorio's LUA API have ...
by Zaflis
Fri Aug 31, 2018 4:09 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 93894

Re: Friday Facts #258 - New autoplace

The generation changes are welcome, but not quite as frustrating issue as the UI itself. We need the dropdown lists gone, they're far too slow for changing a hundred different setting. Replace with something like 5 grouped buttons each.

OR additionally add to the top a dropdown which sets all the ...
by Zaflis
Sun Aug 05, 2018 8:00 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 90
Views: 66201

Re: [MOD 0.16] VehicleSnap

You can't use 2 driving mods at the same time. I use this mod all the time, after all i made it for own purposes first. Tried it again just now to be sure, with Factorio 0.16.51.

I also just enabled email notifications to mod portal, should be easier to track discussions there too. They only just ...
by Zaflis
Mon Jun 11, 2018 6:58 am
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 96856

Re: Friday Facts #246 - The GUI update (Part 3)

UI looks nice overall. 1 thing is noticeable, the 2 small buttons for importing and exporting map exchange string. It really needs to be expressed with captions on buttons. The small arrow icons look too vague, even slightly mysterious on what they are there for. What does the small flat plane ...
by Zaflis
Tue Mar 13, 2018 12:45 pm
Forum: Not a bug
Topic: [0.16.30] Circuit closed rail signal doesn't output
Replies: 1
Views: 1197

[0.16.30] Circuit closed rail signal doesn't output

Pictures should explain it. When i find a condition that rail signal doesn't output anything (powerpole shows nothing) and lamp is off, i put train on the track and light turns red. So clearly there is something not right? Shouldn't the signal output red if the close condition is set, because it ...
by Zaflis
Wed Feb 28, 2018 8:54 pm
Forum: Pending
Topic: [kovarex] [0.16.26] Splitter throughput depends on next belt direction
Replies: 4
Views: 2565

Re: [0.16.26] Splitter throughput depends on next belt direction

Seems duplicate of viewtopic.php?f=7&t=57524 But explained more clearly in this thread.
by Zaflis
Wed Feb 21, 2018 5:26 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.22] Belt back pressure inconsistency
Replies: 11
Views: 6303

Re: [0.16.22]backpressure glitch (?)

There is something blocking them actually. The splitter they feed has one end of it's output blocked.
The small S-curve between splitters at top left seems to be constantly free for items. I don't see why the 4th inserter desyncs with the rest. Is it maybe just because it is a turn? A straight ...
by Zaflis
Wed Jan 24, 2018 1:55 pm
Forum: Not a bug
Topic: [kovarex] [0.16.16] Buffer Chest not suppling characters
Replies: 3
Views: 2580

Re: [0.16.16] Buffer Chest not suppling characters

Definitely supplying me and also requester chests in 0.16.18.

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