Search found 1235 matches

by MF-
Sat May 30, 2015 7:51 am
Forum: Implemented Suggestions
Topic: Server Browser
Replies: 7
Views: 2743

Re: Server Browser

bobingabout wrote:Thats a supprising step forward I guess.
It was mentioned even in the first "linux sever" thread.
I am not sure about any concrete public anoucements, though.

Map storage servers are still a good idea. It's just "game servers" that make little sense.
by MF-
Sat May 30, 2015 7:41 am
Forum: Mods
Topic: [Mod 0.11.x] Moving Block Signals
Replies: 6
Views: 11950

Re: [Mod 0.11.x] Moving Block Signals

Great idea, thanks.
by MF-
Sat May 30, 2015 7:13 am
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 83028

Re: Friday Facts #88 - Combinators

It looks truly awesome, I like both the chosen style of the logic machines and the inner works.

Aren't the shadows on the screenshots odd?

My take on wiring mess:
What about some kind of a short "one-wire stand" pole for organizing free-lying CCnet cabling?
by MF-
Sat May 30, 2015 7:08 am
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 83028

Re: Friday Facts #88 - Combinators

I'd say anything that requires more than 5-10 elements to be connected together is already too complex for mass usage and makes me ask myself "Can't this be done in any easier way?" . I hope that will be possible to do as a mod. For me it seems perfect as it is. I hate stuff where either ...
by MF-
Sat May 09, 2015 5:11 am
Forum: News
Topic: Friday Facts #85 - Sales Stats
Replies: 49
Views: 40691

Re: Friday Facts #85 - Sales Stats

I would have to say that an EPIC new trailer should be made for the steam release . Why? Because they do so in the AAA industry? Maybe it would be better to be honest, not going too far from what players could really achieve in the game. I haven't thought this through. An up-to-date trailer would b...
by MF-
Fri May 08, 2015 3:25 pm
Forum: Implemented Suggestions
Topic: Connect train stops to circuit networks
Replies: 21
Views: 39969

Re: Connect train stops to circuit networks

It appears I started something here... The current circuit network can do binary logic. Basically the existence of an item means 1, the lack of an item means 0. Now I don't want to spoil Friday facts by telling you all the details, but the new "combinators" can be combined in many differe...
by MF-
Fri May 08, 2015 3:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.22] PNGs are too big, and problematic
Replies: 3
Views: 2119

Re: PNGs are too big, and problematic

Please don't forget to also use the forum search. https://forums.factorio.com/forum/search.php?st=0&sk=t&sd=d&sr=posts&keywords=libpng+warning:+iCCP:+known+incorrect+sRGB+profile Many threads, one specifically about these messages from the devs themselves: https://forums.factorio.com...
by MF-
Sat May 02, 2015 6:55 am
Forum: News
Topic: Friday Facts #84 - The wedding day preprations
Replies: 54
Views: 44131

Re: Friday Facts #84 The wedding day preprations

@kovarex
How did you deal with accumulators that reside in more networks at once?
Do you "merge" only those in the same networks & same charge?
Or do you simply ignore them for generally not being worth it?
by MF-
Sat May 02, 2015 6:49 am
Forum: Resolved Problems and Bugs
Topic: Train stuck at gate
Replies: 4
Views: 2733

Re: Train stuck at gate

I was unable to find the "original" report, tried all these and nothing. https://forums.factorio.com/forum/search.php?keywords=train+gate+build https://forums.factorio.com/forum/search.php?keywords=train+gate+stuck https://forums.factorio.com/forum/search.php?keywords=logistic+build+gate E...
by MF-
Fri May 01, 2015 12:41 am
Forum: Resolved Problems and Bugs
Topic: Train stuck at gate
Replies: 4
Views: 2733

Re: Train stuck at gate

Thanks for the report, that could be a nasty surprise if a gate gets destroyed and then auto-replaced. EDIT: Now I see it was moved to "Duplicates". I guess it's known to the moderators then. What happens if you set the train to automatic and tell it to go somewhere? Will it break the gate...
by MF-
Fri May 01, 2015 12:24 am
Forum: Modding help
Topic: Split Directions
Replies: 6
Views: 2430

Re: Split Directions

IMHO Basically - you usually don't want to want to split lanes. Seriously, try to plan your factory without doing a full lane split. Note that the underground belts are used as "lane blockers", which can be used separately to extract one lane from a belt. Using that instead of doing the fu...
by MF-
Fri Apr 24, 2015 6:55 am
Forum: This Forum
Topic: Spam posts in general discussion.
Replies: 4
Views: 9530

Re: Spam posts in general discussion.

I disagree. This thread is a good idea. RSS readers are usually built NOT to forget items that disappear. That's a good thing, because the factorio RSS feeds can provide only limited amount of items. Unfortunately it also means that a) I have to go through those posts too, it's not just the ssilk/mo...
by MF-
Sat Apr 11, 2015 11:06 am
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 77483

Re: Friday Facts #74 - The brainstorming

They also have a pneumatic post system. The parcels are loaded in capsules and sent between stations across the city inside pressurized underground tubes. Not functioning anymore, but still a very nice curiosity and the only preserved system of this type in the world. They have also the real-life L...
by MF-
Sat Apr 11, 2015 11:03 am
Forum: General discussion
Topic: real life track laying equipment
Replies: 9
Views: 5191

Re: real life track laying equipment

Seems to me that we could really use a separate "group" for these "technical marvels" type posts. I had hard time finding this one again. Some get posted only in the release / FFF threads and get lost eventually. (i.e. https://forums.factorio.com/forum/viewtopic.php?f=38&t=87...
by MF-
Sat Apr 11, 2015 9:08 am
Forum: Off topic
Topic: 'The Writer' Automaton
Replies: 2
Views: 6058

Re: 'The Writer' Automaton

amazing

thanks for the link
by MF-
Sat Apr 11, 2015 8:08 am
Forum: News
Topic: Friday Facts #81 - Chain signals
Replies: 43
Views: 44777

Re: Friday Facts #81 Chain signals

The functionality is allright.

The thing I'm worried about is the representation of such train signal.
Having trains pass red light is just as odd as stopping on a green one.
Also I expect trouble figuring out which exit=regular signal is responsible for the train stopping.
by MF-
Sat Apr 11, 2015 7:16 am
Forum: News
Topic: Friday Facts #81 - Chain signals
Replies: 43
Views: 44777

Re: Friday Facts #81 Chain signals

So the only difference is that these chain signals will chain only to the exit the train wants whereas openTTD's pre-signals let the train go through the first available green exit? Probably yes, and some other smaller differences. So, I'll easily get a situation, where one train is allowed to pass...
by MF-
Sat Apr 11, 2015 7:00 am
Forum: Ideas and Suggestions
Topic: Ecology of the Angry Angry Isopods
Replies: 7
Views: 4196

Re: Ecology of the Angry Angry Isopods

1. It matters little what happens inside a spawner, the laws of thermodynamics still apply. It's a black box equation that does something impossible. You missed what DaveMcW was trying to say. Simplest: they live underground, hunting some kind of moles. What's been said: There are plants in the fac...
by MF-
Sat Apr 11, 2015 6:53 am
Forum: Not a bug
Topic: not a bug, but something a little bit annoying
Replies: 2
Views: 2513

Re: not a bug, but something a little bit annoying

Yeah,
turn your story into a proper suggestion / bug report
and get a meaningful title saying what's this all about.

words that might help you:
Game does not save / ask for saving when its window is closed. Via X in its corner, I mean.
by MF-
Sat Apr 11, 2015 6:51 am
Forum: This Forum
Topic: Forum layout
Replies: 1
Views: 5497

Re: Forum layout

Hint: Your device still might have a key labeled "home" (usually round PgUp, PgDown, Delete..)
That key will return you to the top of the page, where the path thingy is.

Opening posts in a new tab and then closing the tab to "return" also works.

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