Search found 238 matches

by Selvek
Wed Apr 24, 2019 6:05 pm
Forum: General discussion
Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
Replies: 23
Views: 6084

Re: Stack inserter bug, flawed design or is the current behavior the best possible?

For example you could easily solve this with a few combinators. Is there a way to do this with combinators? The apparent use case is loading a train with filtered slots. Circuit network can see the number of a given type of items in a train car, but it can't (AFAIK) see the number of items that wou...
by Selvek
Wed Apr 17, 2019 7:37 pm
Forum: Not a bug
Topic: [0.17.31] Underground belt placement causes existing belts to disappear
Replies: 10
Views: 2595

Re: [0.17.31] Underground belt placement causes existing belts to disappear

Rseding91 wrote:
Wed Apr 17, 2019 7:02 pm
Thanks for the report. As others have said: that's working as intended. The fast inserters aren't disappearing - they're going into your inventory.
It would be super sweet if they teleported onto the new underground belt instead of going into your inventory :)
by Selvek
Thu Apr 04, 2019 2:37 pm
Forum: General discussion
Topic: play now or wait? (stopped 2 years ago)
Replies: 7
Views: 2694

Re: play now or wait? (stopped 2 years ago)

No, there's still (at least!) 0.18 with the finished campaign, maybe even more. Ooh that would be awesome to get more "new campaign" - I thought the NPE released with .17 was that but it's... well, a little lacking, and really shows off a totally different Factorio than the one most of us...
by Selvek
Wed Apr 03, 2019 10:57 pm
Forum: General discussion
Topic: play now or wait? (stopped 2 years ago)
Replies: 7
Views: 2694

Re: play now or wait? (stopped 2 years ago)

AFAIK the game is effectively feature-complete - I wouldn't expect anything significant to change with version 1.0 at this point. Mostly just bug fixes, possibly a few balance changes, but if I understand correctly 0.17 is basically going to become 1.0 once it's stable.
by Selvek
Mon Apr 01, 2019 3:49 pm
Forum: Gameplay Help
Topic: Effect Transmission Manufacturing
Replies: 8
Views: 2427

Re: Effect Transmission Manufacturing

Are you looking for an item called "effect transmission"? The item in your crafting menu is called a "beacon" (I assume - I haven't gotten that far in .17, but I don't think it's changed.)
by Selvek
Tue Mar 26, 2019 10:28 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.28] Pollution stats confusion
Replies: 10
Views: 8235

Re: Pollution stats confusion

How... can it be both 12 per second AND 12 per minute...?
by Selvek
Mon Mar 25, 2019 10:40 pm
Forum: Balancing
Topic: blue and yellow assembler are worse than grey
Replies: 42
Views: 13548

Re: blue and yellow assembler are worse than grey

Hi

Looking at assemblers it appears that yellow assemblers are the best.

Grey:
speed 0.5

Blue:
speed 0.75

Yellow:
speed 1.25

so yellow assembler are clearly the best.
by Selvek
Mon Mar 25, 2019 7:09 pm
Forum: Won't fix.
Topic: [0.17.14] circular belt loop "backs up" (items stop) when full
Replies: 3
Views: 1385

Re: [0.17.14] circular belt loop "backs up" (items stop) when full

Interesting. Sushi belt setups aren't all that common, but this could make them a bit trickier to get stable.
by Selvek
Mon Mar 25, 2019 7:06 pm
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 16229

Re: A Deeper Look into Combat Robotics

I used destroyers back in... I dunno, 0.14? Back when the flamethrower was super OP and the PLD was worse than a tickle cannon. I had a base big enough that the cost of building the robots was insignificant, and they added enough DPS to be helpful when clearing big nests. Haven't touched them since.
by Selvek
Tue Mar 19, 2019 7:12 pm
Forum: Not a bug
Topic: There's a bug in the train's parking
Replies: 30
Views: 7677

Re: There's a bug in the train's parking

Because, as mentioned above, we are all total nerds, can you give us some insight into what the deterministic order is based on? Train ID or most/least recently built? X/Y coordinates? I'd rather not. It's not a simple "this line of code controls it" but the entire logic around updating t...
by Selvek
Tue Mar 19, 2019 3:53 pm
Forum: Not a bug
Topic: There's a bug in the train's parking
Replies: 30
Views: 7677

Re: There's a bug in the train's parking

Thanks for the report however this is working as intended: trains do not follow "first in, first out" logic when waiting at rail signals. They simply operate in what ever order the train(s) are updated where that order is deterministic. Because, as mentioned above, we are all total nerds,...
by Selvek
Mon Mar 18, 2019 9:00 pm
Forum: Not a bug
Topic: There's a bug in the train's parking
Replies: 30
Views: 7677

Re: There's a bug in the train's parking

Instead of a parking bay, consider an intersection where two tracks combine into one. Imagine a never-ending stream of trains is coming in on each track. If priority is given to whichever train has been waiting the longest, the two input tracks will alternate, meaning the streams of trains will both...
by Selvek
Mon Mar 18, 2019 8:47 pm
Forum: Not a bug
Topic: There's a bug in the train's parking
Replies: 30
Views: 7677

Re: There's a bug in the train's parking

Sounds a whole lot like not a bug. If you want the trains to "respect the order they arrived", you'll have to do it using circuit network. Of course it should respect the order they arrive. What else would it respect? I would say the most natural choice would be whichever train is closest...
by Selvek
Mon Mar 18, 2019 7:17 pm
Forum: Not a bug
Topic: There's a bug in the train's parking
Replies: 30
Views: 7677

Re: There's a bug in the train's parking

Sounds a whole lot like not a bug. If you want the trains to "respect the order they arrived", you'll have to do it using circuit network.
by Selvek
Fri Mar 15, 2019 7:19 pm
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 33217

Re: Friday Facts #286 - Pollution cleanup

abregado wrote:
Fri Mar 15, 2019 7:13 pm

Also... I broke the Introduction so it is not able to be completed due to 1000's of bugs when you have no turrets. A hotfix is on the way.
Is this new? The first time I went through the intro, I got massively overrun by 1000's of bugs because I had virtually no turrets :lol:
by Selvek
Fri Mar 15, 2019 7:16 pm
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 33217

Re: Friday Facts #286 - Pollution cleanup

"...pollution was increasing evolution 16.6 times faster than it should..."

So glad I spent a few hours in my new death world last night... daaaammmnn those biters are growing fast!!! :?
by Selvek
Tue Mar 05, 2019 5:07 pm
Forum: Campaign / Scenario suggestions
Topic: New players - share your tutorial / campaign experience
Replies: 13
Views: 4661

New players - share your tutorial / campaign experience

There are many, many discussions about the new 0.17 tutorial / campaign. As far as I can tell, virtually all of them come from veterans. But, this is supposed to be the "new player experience", and yet, there are very few stories from new players! Are you a new player ? Is the new tutorial...
by Selvek
Sun Mar 03, 2019 3:56 am
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65266

Re: Friday Facts #284 - 0.17 experimental

Is it normal to start at 75% UI scaling in my 1366x768 laptop screen? Everything was tiny! Honestly, my first impression on loading 0.17 was "wow, this looks terrible compared to 0.16". I'm glad I eventually found the UI scaling so it didn't hurt my eyes so much! Maybe defaulting to 75% i...
by Selvek
Sat Mar 02, 2019 8:41 am
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65266

Re: Friday Facts #284 - 0.17 experimental

Campaign thoughts: 1) I don't like the "gather some of your equipment and escape east". I wound up picking up my whole base at that point (I wasn't sure if I would keep my inventory or not), and I'm really glad I did... it would have been really unfortunate not to. There's probably a way t...
by Selvek
Fri Mar 01, 2019 9:38 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65266

Re: Friday Facts #284 - 0.17 experimental

Just gotta say I'm super excited to give the intro campaign a try and finally need to build the ammo infrastructure I've always been disappointed to not need :lol:

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