Search found 119 matches

by zebediah49
Sat Dec 15, 2018 6:24 pm
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 32857

Re: Friday Facts #273 - Cutscene controller & Localisation plan

I also got a somewhat weird feeling from the motion used in the cutscenes, and agree with the notes about panning while zoomed out being preferable to while zoomed in. However, I also think that the currently used cubic spline is actually a little *too* slow at the ends. It feels to me like the moti...
by zebediah49
Sat Jun 30, 2018 4:37 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 70226

Re: Friday Facts #249 - Dead end exploration

A lot of people asked how blueprint would be transferred between players if it wasn't an item. Simply by the chat as described in more detail here (https://www.factorio.com/blog/post/fff-237). You would just open chat and drag (click) the blueprint there (note that you can either write to general c...
by zebediah49
Sat Jun 30, 2018 1:37 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 70226

Re: Friday Facts #249 - Dead end exploration

I think I would vote for proposal 3. I mostly use blueprint books, and each blueprint is rarely used often enough to put it in the quick bar or inventory. What annoys me most is that if you open a blueprint book, look for a blueprint, use it and hit Q, it is moved from the book into your inventory,...
by zebediah49
Sun Jun 17, 2018 12:38 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 62676

Re: Friday Facts #247 - Pricing and its exploits

Another reason Factorio doesn't have to worry so much: Nobody else can match the potential factory scale, at least without spending years on the problem. From all the things we've seen from the various optimization FFF's, we have seen the lengths the devs have gone through to make an insanely optimi...
by zebediah49
Sat May 19, 2018 3:36 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 59405

Re: Friday Facts #243 - New GUI tileset

Hover and Press color could be more distinct. IMO that's not too big of an issue, given that the major difference is that *you're pressing on it*. Having a subtle indication that your press was accepted is nice, and you don't want to change it so much to cause context confusion. You don't ever need...
by zebediah49
Sat May 12, 2018 2:27 am
Forum: News
Topic: Friday Facts #242 - Offensive programming
Replies: 51
Views: 24111

Re: Friday Facts #242 - Offensive programming

If people could give me saves that reproduce that long wait time I can look into adding a progress bar to the logic. I don't want to just add progress bars in without first knowing what part is taking the time up as every additional thing adds complexity and possible bugs :) Is there some kind of c...
by zebediah49
Sat Apr 14, 2018 5:49 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 55728

Re: Friday Facts #238 - The GUI update (Part II)

I personally had problem understanding, that the Queue button is actually a button on a first glance. Agreed, I actually had to read the FFF a second time (this time thoroughly and comparing the images) to find the Queue button since it's visually not very distinguishable from the other states. Als...
by zebediah49
Sat Mar 24, 2018 12:26 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 52456

Re: Friday Facts #235 - 0.16 stable

If you are using the Microsoft debuggers, one of the standard extensions is useful here: https://docs.microsoft.com/en-us/windows-hardware/drivers/debugger/-chkimg Any time I see a crash in which the disassembly is suspect, I use !chkimg to find out if anything differs from the executable. This ext...
by zebediah49
Mon Jan 08, 2018 3:03 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345982

Re: Friday Facts #224 - Bots versus belts

Why is so much opposition to a limitation or soft cap on the maximum throughput of a bot network? It makes sense to me, that since bots are "easier" and more flexible than belts, shouldn't they have lower maximum throughput? All your bot-based designs would still work, it could just be 5%...
by zebediah49
Sun Jan 07, 2018 6:51 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345982

Re: Friday Facts #224 - Bots versus belts

I personally dislike bots, as I think of them as "cheating" because of their property to basically teleport items. At the same time, trying to build something like a Mall without them is incredibly tedious and results in a massive belt spaghetti construction. This is because belts can be ...
by zebediah49
Sun Jan 07, 2018 6:05 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345982

Re: Friday Facts #224 - Bots versus belts

I'm going to add a nerf possibility that hasn't been seen yet, and IMO misses most of the problems of the others: Make the logistics chests larger. Possibly only the requesters; possibly all. Much of the benefit of using logistics bots comes from the fact that compact physical space is one of the ve...
by zebediah49
Tue Dec 26, 2017 5:02 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 55088

Re: Friday Facts #222 - Christmas avalanche

I'm going to jump in on the question of inserters and belts as well, and ask for a bit of a compromise solution: Inserters, and side-loading belts moreso, should have a threshold for compression. As of this update, quite a few of the designs I was using stopped working, because the yellow->red->blue...
by zebediah49
Fri Dec 01, 2017 4:43 am
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 32848

Re: Friday Facts #218 - Import bpy, Export player

I'm going to add another voice to "well I guess it's nice if you happen to own that particular brand of proprietary hardware, but the rest of us consider it a waste of time". I use Corsair RGB keyboard/mice and Phillips surrounding lighting, so I doubt this will work with any of those... C...
by zebediah49
Sat Nov 04, 2017 12:23 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 44347

Re: Friday Facts #215 - Multithreading issues

I would like to know if there might be a way to create static chunks / unload chunks / filter the entities on a per player basis. For me, I normally don't venture out so I don't need to see all the bases on the map or receive updates from some base far away when players attack it. Sure, invalidate ...
by zebediah49
Sat Jul 29, 2017 3:53 pm
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 52271

Re: Friday Facts #201 - 0.15 Stable, but not really

The easy to do but somewhat misleading solution would be to cut up the segments at any signal independent of direction. The not so easy but correct solution would paint two parallel lines, one for each direction. Cutting segments at any signal is how the block system works, anyway, so it wouldn't b...
by zebediah49
Mon Jul 10, 2017 3:32 am
Forum: Resolved Problems and Bugs
Topic: [0.15.28] Detected corruption of the game state
Replies: 3
Views: 3218

[0.15.28] Detected corruption of the game state

I was happily playing along, when I ran into the following: Notice Detected corruption of the game state. Game was not saved to prevent corruption of your save files. Please save the game into new file and send us the most recent working save and the corrupted save to forums.factorio.com. We will di...
by zebediah49
Sat May 06, 2017 3:00 am
Forum: Modding discussion
Topic: Is there a way to backtrace an event?
Replies: 4
Views: 1452

Re: Is there a way to backtrace an event?

I'm trying to retrofit mknejp's Wireless Charging (+ Wireless Charging Lib ). I believe the offending call is in Wireless Charging/src/main.lua:81 function on_charging_stopped(event) ..... if(next(charging_accumulator_grids) == nil) then script.on_event(defines.events.on_tick, nil) --this line cause...
by zebediah49
Fri May 05, 2017 11:54 pm
Forum: Modding discussion
Topic: Is there a way to backtrace an event?
Replies: 4
Views: 1452

Is there a way to backtrace an event?

I'm trying to fix up a mod from 0.14 to 0.15, and am getting a "Exception at tick XXXX: Received event 0 has not been defined." I've been using a whole bunch of 'print's to try to track this down, and it's not working as well as I'd like. (Specifically, I've instrumented all of the `raise_...
by zebediah49
Wed Apr 05, 2017 2:23 am
Forum: Ideas and Requests For Mods
Topic: [Idea] Flow Cells
Replies: 2
Views: 1069

Re: [Idea] Flow Cells

They absolutely can be done. Reactors has pretty nicely demonstrated how you can couple machine entities. I'm distinctly tempted to try my hand at implementing it (at least a relatively simple version of it) myself. As I see it, there are two variant options: 1. A single entity that acts as an accum...
by zebediah49
Wed Mar 08, 2017 12:32 am
Forum: Combinator Creations
Topic: Logistics Cache
Replies: 0
Views: 1310

Logistics Cache

I have previously suggested a logistics chest that sits between red and blue: it would try to fill its inventory from red and purple chests, but would be willing to give it up if a blue chest asked. This could be used to cache resources near request locations, improving response times (the robot ini...

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