Search found 527 matches

by Zaflis
Fri Sep 21, 2018 5:10 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 51965

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: 51965

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: 2123

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: 2123

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: 2123

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: 76876

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: 78
Views: 51829

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: 77839

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: 987

[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: 2220

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: 5358

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: 2065

Re: [0.16.16] Buffer Chest not suppling characters

Definitely supplying me and also requester chests in 0.16.18.
by Zaflis
Wed Jan 24, 2018 1:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.18] Graphical artifacts when zoomed out.
Replies: 6
Views: 5327

Re: [0.16.18] Graphical artifacts when zoomed out.

What video settings are you on? Especially one related to texture atlas. Also could name your graphics card. Nvm, i bet they're in the log.

I saw artifacts in lightmap when reducing the lighting resolution too, but that's a separate issue that i'm not sure if is reported yet.
by Zaflis
Wed Jan 24, 2018 9:03 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.17] Prioirty splitters backing up belts
Replies: 9
Views: 12436

Re: [16.17] Prioirty splitters backing up belts

It's not happening when the splitters are balanced. I bet the OP case has somehow messed up timing, and just bad sort of balance, which could be unfixable by devs.
belts.png
belts.png (398.69 KiB) Viewed 11815 times
edit: Also would it help your case if you set input priority same as output priority?
by Zaflis
Tue Jan 23, 2018 9:19 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Bugfix: >100%productivity... is not fixed correctly
Replies: 7
Views: 2792

Re: [16.17] Bugfix: >100%productivity... is not fixed correctly

Does it sound like the bug is on machine crafting itself, not the productivity? Say you boost assembler so fast that math tells it should make 120 items per second (2 per tick). What actually happens? I haven't tested.

What i expect to happen is that the production bar (while UI's progress bar ...
by Zaflis
Sat Jan 13, 2018 6:30 pm
Forum: Ideas and Suggestions
Topic: Shouldn't unmerging a belt be as simple as merging it?
Replies: 36
Views: 17894

Re: Shouldn't unmerging a belt be as simple as merging it?

There was at least this one but 0.12 and later broke it
viewtopic.php?f=87&t=6227
by Zaflis
Fri Jan 12, 2018 7:22 am
Forum: Ideas and Suggestions
Topic: Shouldn't unmerging a belt be as simple as merging it?
Replies: 36
Views: 17894

Re: Shouldn't unmerging a belt be as simple as merging it?

Short answer don't merge two belts, if you later want to separate them.

Longer answer: I understand that building something to separate 2 belts isn't obvious to new players, but it can be done with just a few belts. (And if you only want one of the output lanes, then you don't even need the ...
by Zaflis
Fri Jan 12, 2018 7:03 am
Forum: Ideas and Suggestions
Topic: Robot Charging Only Building
Replies: 6
Views: 2856

Re: Robot Charging Only Building

It's not about space, no problem if the charging station reserves 4x4 too.
by Zaflis
Thu Jan 11, 2018 11:46 pm
Forum: Ideas and Suggestions
Topic: Robot Charging Only Building
Replies: 6
Views: 2856

Re: Robot Charging Only Building

I know it's old thread, but still valid suggestion. Also 0.16 compatible mod to the list
https://mods.factorio.com/mods/Marthen/logtech-beacon

I really feel like this should be part of the base game. There's no reason to include storage slots for roboports inside things like solar panel/accumulator ...
by Zaflis
Thu Jan 11, 2018 11:21 pm
Forum: Ideas and Suggestions
Topic: Nerfing Requester / Provider chests
Replies: 2
Views: 1306

Re: Nerfing Requester / Provider chests

Increase the size of Provider / Requester chest to 3x3.
2x2 would still be a pain that might not go well with most people.

Reduce the number of item types in a requester / provider chests to 1.
No chance, too heavy nerf. You wouldn't automate recipes that need 5 different items in the recipe ...

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