Search found 118 matches

by FunMaker
Tue Mar 05, 2019 8:34 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 95261

Re: Friday Facts #284 - 0.17 experimental

I updated to 0.17 and did not play a second yet. But i had to give feedback on the ui i seen in the menue:

All hover graphics look like Photoshop Default Layer Glow Effect (cheap)
UI Elements look like they are made for touch devices (big, bulky buttons)
Mod Manager download bar is not very ...
by FunMaker
Mon Mar 04, 2019 9:19 pm
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 13097

Re: Some thoughts on 0.16 -> 0.17

I did not play 0.17 yet. But what about the easy way - killing all biters in pollution range. For me this was the easiest way to come by with the biters in 0.16. Indeed it is boring as hell and i think the devs should adress this.
by FunMaker
Mon Oct 08, 2018 8:22 am
Forum: Combinator Creations
Topic: Train operated potentiometer
Replies: 7
Views: 7789

Re: Train operated potentiometer

I would recommend using chain signals and adding the signals that are red. IMHO it's easier to maintain and you have finer control over the selected value
by FunMaker
Mon Sep 10, 2018 1:25 pm
Forum: General discussion
Topic: Vanilla mine/train/smelter strategies - what and why?
Replies: 28
Views: 29644

Re: Vanilla mine/train/smelter strategies - what and why?

- No rail tunnels (I hope they have this for 0.17 and surprise us with it)

Actually I would love rail bridges. I remember the good old times when I dumped a 2 or 3 digit amount of hours
into OpenTTD, building rail networks. Building the junctions were the most fun part. Bridges would allow for ...
by FunMaker
Mon Sep 10, 2018 7:51 am
Forum: General discussion
Topic: Vanilla mine/train/smelter strategies - what and why?
Replies: 28
Views: 29644

Re: Vanilla mine/train/smelter strategies - what and why?

I played with approaches 1 and 2. I loved 1 for the smart smelter setup i mainly used (Smelting from train to the same train (Copper, Iron, Steel, Stone). it worked crazy well. Ore stations activate only if they have enough in their buffer to fill a train. My main problem with this was, that the ...
by FunMaker
Sat Jul 07, 2018 1:25 am
Forum: Ideas and Requests For Mods
Topic: Circiut delayer
Replies: 0
Views: 784

Circiut delayer

Maybe this should be a core game mechanic but it would be okay as a mod.

Option a)

Combinator that delays a signal for n ticks: Just stomping a chain of 2-3 arithmetic combinators which multiply each by 1 and output each just for synchronizing pulses that go through different length of pipelines ...
by FunMaker
Sat May 19, 2018 4:31 pm
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 83585

Re: Friday Facts #243 - New GUI tileset

It's all fine. But one thing i would like to mention:

The glow around buttons just looks like the default Photoshop glow without any modification. Looks a bit lazy with that knowledge in the background.
by FunMaker
Sun Jan 07, 2018 9:01 am
Forum: Ideas and Suggestions
Topic: Train ID as Constant Combinator
Replies: 2
Views: 2267

Train ID as Constant Combinator

One big improvement for me (and maybe others) would be:
Add a Constant Combinator to trains so that the Unique Train ID could be set by the player and it could include multiple signals.
Would be a great improvement on stations with multiple trains wit different content
by FunMaker
Thu Jul 06, 2017 7:50 pm
Forum: Releases
Topic: Version 0.15.28
Replies: 53
Views: 40923

Re: Version 0.15.28

FactorioBot wrote:
Minor features
  • Train stop names are rendered at 45 degrees to better show names.
Please make this an option. If there are many stations vertically aligned( ~6 tiles from each other) it is hard to guess which one is which.
example
by FunMaker
Thu Jul 06, 2017 7:33 pm
Forum: General discussion
Topic: Energy Production Entity on 2 Energy Networks
Replies: 6
Views: 2920

Re: Energy Production Entity on 2 Energy Networks

My fault...

i just removed the consumer on one network and the percentual saturation of the other networks consumer did not change. So i assumed, that the power is doubled (because removing one did not change the result). I did not check absolute power values...
by FunMaker
Thu Jul 06, 2017 4:11 pm
Forum: General discussion
Topic: Energy Production Entity on 2 Energy Networks
Replies: 6
Views: 2920

Re: Energy Production Entity on 2 Energy Networks

So i checked this myself. The simple answer is (0.15.27):

The energy output of the solar panels is doubled if 2 networks are connected!
by FunMaker
Wed Jul 05, 2017 6:46 am
Forum: General discussion
Topic: Energy Production Entity on 2 Energy Networks
Replies: 6
Views: 2920

Energy Production Entity on 2 Energy Networks

Maybe someone can enlighten me.
If i have a solar panel and this solar panel is covered by 2 poles that are in seperate networks. How does the solar panel distribute the energy to the networks? 50:50? What if one network is saturated and the other not - does the raqtio change?
More advanced question ...
by FunMaker
Wed Jun 21, 2017 7:49 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Replies: 75
Views: 63313

Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content

I get why this was changed but Reactor plant broken :(

EDIT: Ok, just another Combinator that keeps the inserters active until the inserters have dropped their cargo.
by FunMaker
Tue Jun 20, 2017 7:29 am
Forum: General discussion
Topic: So, I was going to play OpenTTD next but then...
Replies: 24
Views: 16570

Re: So, I was going to play OpenTTD next but then...

I get your problem with Path Signals in OTTD, but the pathfinding in OTTD is over the top compared to factorio.
In factorio it is common that trains stay at signals because they have reserved a track quite some time in the past.
The train does not notice that there are 3 parallel tracks that it ...
by FunMaker
Sat Jun 03, 2017 3:23 pm
Forum: Ideas and Suggestions
Topic: Pump disabled by circuit network should disconnect from rail
Replies: 1
Views: 923

Pump disabled by circuit network should disconnect from rail

Simple Suggestion:
Please let the pump disconnect from a tank waggon on rail if the pump is disabled by circuit condition.
This way it will be possible to use 3 pumps on both sides and alternating connection
by FunMaker
Fri Jun 02, 2017 7:39 am
Forum: Ideas and Suggestions
Topic: Waggon position indicator configurable count
Replies: 3
Views: 1450

Waggon position indicator configurable count

Currently if we build something near a train station the waggon position indicators (White rectangles on the rails) will show up. Please make the count of these indicators configurable (1-20 maybe) because the fixed count of 5 indicators is okay but not sufficient if extra long trains are used. Same ...
by FunMaker
Wed May 10, 2017 8:39 am
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 21138

Re: 0.15 Oil Rebalancing - Too Far?

My impression is totally different to other experiences:

Rail World + Maximum richeness on all resources

I had 7 Oil wells in my starting area. That lastet until i started blue circuits.
I have explored some area and the only 2 additional oil spots i have found consisted of 2 and 3 wells (might be ...
by FunMaker
Tue Apr 25, 2017 7:33 pm
Forum: Not a bug
Topic: [0.15.1] Prerendered Dithering on new Ore Graphics
Replies: 5
Views: 2124

Re: [0.15.1] Prerendered Dithering on new Ore Graphics

Both 0.15 Versions (high res or low res does not matter) look like 16 bit rendered and dithered to simulate a higher bit depth.
https://en.wikipedia.org/wiki/Dither
or more examples on the german version:
https://de.wikipedia.org/wiki/Dithering_(Bildbearbeitung)



i think the grain around the ...
by FunMaker
Tue Apr 25, 2017 5:59 pm
Forum: Not a bug
Topic: [0.15.1] Prerendered Dithering on new Ore Graphics
Replies: 5
Views: 2124

[0.15.1] Prerendered Dithering on new Ore Graphics

I think that this might be intended but for me it is a bug and looks horrible:

Ore graphics look like a broken 16 bit dithering.

14.23 Visual:
14.23.Iron_Ore.PNG
15.01 Visual:
15.01_Iron_Ore.PNG
15.01 Visual High Res Textures:
15.01_Iron_Ore_High_Res.PNG

The highres Version looks the same ...
by FunMaker
Tue Apr 18, 2017 8:27 am
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 11488

Re: Additional Virtual Signals for Operating on Red and Green

I am sorry to say that, but the best approach to all of these Problems would be:

Get Rid od red/green wire, it's just annoying to put introduce no-op combinators just for separating networks
Use one circiut wire and introduce channels on that wire...
The only handicap could be performance if this ...

Go to advanced search