Search found 464 matches

by IronCartographer
Fri Jul 22, 2016 11:35 pm
Forum: Ideas and Suggestions
Topic: Discuss: Power Switch should not "Blink"
Replies: 71
Views: 44584

Re: Discuss: Power Switch should not "Blink"

Alright, this looks like the correct thread to post this:

https://www.reddit.com/r/factorio/comments/4u3j1g/using_power_switches_to_limit_idle_power_drain/d5moatq?context=2

Simply put: Make any power network's Total Power Drain (from machines with such a value, added up) have some large multiple ...
by IronCartographer
Fri Jul 15, 2016 10:38 pm
Forum: Resolved Problems and Bugs
Topic: [Multiplayer] Click-dragging with big power pole UPS drop
Replies: 6
Views: 4936

Re: [Multiplayer] Click-dragging with big power pole UPS drop

Sure thing. I should have noted additionally that the performance hit if existent is not noticeable in single-player, and it also does not require walking. It's simply click-dragging (trying to auto-place).
by IronCartographer
Fri Jul 15, 2016 8:59 pm
Forum: Resolved Problems and Bugs
Topic: [Multiplayer] Click-dragging with big power pole UPS drop
Replies: 6
Views: 4936

Re: [Multiplayer] Click-dragging with big power pole UPS drop

Apparently other people I play with can't cause it. It starts out okay, then falls behind gradually. Multiplayer waiting statistics on my end go from 1 to around ~7 for a peer, but 20->100-> stable at 170 on me from their perspective.

They feel the slowdown equivalent to my visible UPS, even though ...
by IronCartographer
Fri Jul 15, 2016 6:41 pm
Forum: Resolved Problems and Bugs
Topic: [Multiplayer] Click-dragging with big power pole UPS drop
Replies: 6
Views: 4936

[Multiplayer] Click-dragging with big power pole UPS drop

Occasionally during multiplayer, drag-placing big power poles will dramatically reduce UPS. It tends to work fine for the first few poles, then slow down for various reasons.

Likely causes are collision with the player or attempted placement/connectivity with approaching other poles. Either way it ...
by IronCartographer
Mon Jul 11, 2016 11:14 am
Forum: Balancing
Topic: [0.13] Increase copy/paste filter numbers for requester chests
Replies: 16
Views: 6982

Re: [0.13] Increase copy/paste filter numbers for requester chests

Just one more thought: While adding, it probably ought to add 2x at a time so the current behavior from a single paste is maintained. If anyone cares about the difference between 2, 4, 6x, etc. and 3x, 5x, etc., they can take the time to set it manually.
by IronCartographer
Sun Jul 10, 2016 8:19 pm
Forum: Balancing
Topic: [0.13] Increase copy/paste filter numbers for requester chests
Replies: 16
Views: 6982

Re: [0.13] Increase copy/paste filter numbers for requester chests

Hm. Nice idea.
Not intuitive (the whole feature isn't), and it would work for 90% of the cases I think. Good enough.

Maybe: Instead of adding multiplying by 2?

The idea actually came to me when setting up bot-based production with paired assemblers feeding from a requester chest, which would be ...
by IronCartographer
Sun Jul 10, 2016 3:11 pm
Forum: Resolved Problems and Bugs
Topic: *[13.0 > .8] Crash in server browser
Replies: 8
Views: 6550

Re: [0.13.0] Crash in server browser

And again in 0.13.6 -- just from opening the public games list.

8626.613 Info WindowsUDPSocket.cpp:59: Opening socket at port (0)
8626.750 Error CrashHandler.cpp:108: Exception Code: c0000005, Address: 00007FF670965C20
8626.750 Error CrashHandler.cpp:118: Exception Context:
rax=000001b34ccd2020 ...
by IronCartographer
Sun Jul 10, 2016 2:00 am
Forum: Balancing
Topic: [0.13] Increase copy/paste filter numbers for requester chests
Replies: 16
Views: 6982

Re: [0.13] Increase copy/paste filter numbers for requester chests

There's a simple solution I thought of today, before finding this post. I'll add it here instead of making a new thread (it was intended to address #2, below, but applies here--#1).

Make copy-pasting recipes onto requester chests *ADD* the components rather than completely reprogramming the chests ...
by IronCartographer
Tue Jul 05, 2016 8:02 pm
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 26714

Re: [0.13.0] Terrain segmentation

Another thing i've noticed is if I set enemy spawns to low or very low everything, but starting area to "none" it's as if the biter settings got turned to very high.

That sounds reasonable because if you don't have a starting area there's no ramp of difficulty. It's more of a mod option, like the ...
by IronCartographer
Tue Jul 05, 2016 7:43 pm
Forum: Releases
Topic: Version 0.13.5
Replies: 41
Views: 30713

Re: Version 0.13.5

Come on, I still don't see any fixes regarding map generation.

I'm as eager to see the return of more global variety in biome distribution as anyone, but you can express this much more politely.

The new terrain generation is actually really cool in its local variation. If I'm not mistaken, they ...
by IronCartographer
Sat Jul 02, 2016 11:14 pm
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 26714

Re: [0.13.0] Terrain segmentation

Another thing i've noticed is if I set enemy spawns to low or very low everything, but starting area to "none" it's as if the biter settings got turned to very high.

That sounds reasonable because if you don't have a starting area there's no ramp of difficulty. It's more of a mod option, like the ...
by IronCartographer
Sat Jul 02, 2016 11:11 pm
Forum: Ideas and Suggestions
Topic: Copy/Paste indicators
Replies: 6
Views: 2704

Re: Copy/Paste indicators

It might be somewhat complicated by non-modifier-key bindings unfortunately. :/

Sadly, I don't think my simple suggestion will work because of this uncertainty.
by IronCartographer
Sat Jul 02, 2016 2:46 am
Forum: Ideas and Suggestions
Topic: [0.13] Per save achievements / Re-Give Achievement When Starting new Game (Locally)
Replies: 2
Views: 2485

Re: [0.13] Per save achievements.

I agree, per-save achievements would be a welcome change--as an option, at least!

See additional discussion here: https://www.reddit.com/r/factorio/comme ... _perworld/
by IronCartographer
Sat Jul 02, 2016 2:41 am
Forum: Ideas and Suggestions
Topic: Copy/Paste indicators
Replies: 6
Views: 2704

Re: Copy/Paste indicators

Just make the box indicating that you've pasted visible until you let go of Shift, or copy something else. You'll get the benefit of showing multiple successful pastes, without much performance impact.
by IronCartographer
Fri Jul 01, 2016 1:14 am
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 25031

Re: Thoughts on 0.13 Terrain Generation

Sharp boundaries are to be expected with any reasonably performant update to the map generation.

I just hope they have enough leeway to add in a continental-scale modulation for larger biome distributions again.
by IronCartographer
Fri Jul 01, 2016 12:16 am
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 25031

Re: Thoughts on 0.13 Terrain Generation

Actually, I like the new terrain generation. It looks, to me, more realistic than the otherwise bland treatment of biomes we had before. It looks wilder. ie. more realistic.

On a small scale, that's true. But when you zoom out, something has been lost. It would be nice if the old large-scale ...
by IronCartographer
Fri Jul 01, 2016 12:02 am
Forum: Resolved Problems and Bugs
Topic: [0.13.1] Map generation process is very strange
Replies: 31
Views: 27970

Re: [0.13.1] Map generation process is very strange

I'd love to see a blending of the new biome generation with the old. This new pattern gives more interest locally, but becomes monotonous on a large scale. The old one gave nice variation globally, but was rather repetitive locally.

Segmentation, Biomes, and Starting Resources seem like the only ...
by IronCartographer
Thu Jun 30, 2016 5:02 pm
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 26714

Re: [0.13.0] Terrain segmentation

I posted this under general discussion not thinking to check the bug report forum before. I wasn't sure if what i was seeing a bug:

https://forums.factorio.com/viewtopic.php?f=5&t=27655

There's a screenshot there showing a 0.12 save with a large area revealed surrounded by new 0.13 charted ...
by IronCartographer
Thu Jun 30, 2016 3:54 pm
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 26714

Re: [0.13.0] Terrain segmentation

It really looks like the underlying height map is indicating areas far from large bodies of water should tend to be more dry, while areas by a lot of water should be more green.

This creates nice *local* variation, but on a global scale it gets repetitive because they can't simulate rainfall high ...

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