Search found 144 matches

by doktorstick
Fri Jan 25, 2019 6:31 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 37061

Re: Friday Facts #279 - Train GUI & Modern Spitter

The Train UI doesn't address logical operator precedence. My assumption is that and 's precedence is higher than or (e.g., a or b and x or y => a or (b and x) or y ), but it isn't obvious from the UI nor--would I expect--it to be obvious to the general player. And if my assumption is wrong, then it ...
by doktorstick
Fri Aug 03, 2018 3:03 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 43242

Re: Friday Facts #254 - No research queue for you

That's some high-powered rationalizations going into the logic for removing the queue. A handful of techs are real choices out of about 120 techs, like single-digit percentage. Everything else tends to be prereqs (forced choice) or effectively random (see Paradox of Choice) to prevent idle labs. As ...
by doktorstick
Mon Jul 30, 2018 9:22 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 18557

Re: Friday Facts #253 - Fans & Fun

eradicator wrote:
FFF253 wrote:Any chance we can get diagonal rail gates?
Pretty please!?
by doktorstick
Fri Jan 12, 2018 7:42 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 201315

Re: Friday Facts #225 - Bots versus belts (part 2)

Increasing the charging time would severely impact personal roboports when clearing forests and reorganizing parts of your factory. Increasing the charging time will be circumvented with more roboports, which means more solar stamps, which means more tedium and boredom for the players. If they are g...
by doktorstick
Thu Dec 14, 2017 4:42 pm
Forum: Resolved Problems and Bugs
Topic: [TOGos] [0.16.0] Starting area has no water
Replies: 20
Views: 5785

Re: [TOGos][16.0] Starting area has no water

I do appreciate *trying* to maintain compatibility between EXPERIMENTAL versions, but ultimately fixing it now than later is better. There's no guarantee that you will get it correct in 0.17 and then... we'll have to wait for 0.18. When I downloaded 0.16, I saw this: This is the cutting edge "e...
by doktorstick
Thu Dec 14, 2017 4:33 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [16.0] Tank Flamethrower damages Tank at higher speeds
Replies: 3
Views: 1538

Re: [wheybags] [16.0] Tank Flamethrower damages Tank at higher speeds

Since tanks don't take tree damage anymore, could you drive through the trees and burn the forest behind you as a workaround?
by doktorstick
Thu Dec 14, 2017 4:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.2] Number of Items in hand not aligned to hand anymore
Replies: 5
Views: 622

Re: [0.16.2] Number of Items in hand not aligned to hand anymore

Was coming here to report this. Thanks for grokking it!
by doktorstick
Thu Dec 14, 2017 4:27 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 15956

Re: We can not dig out landfill

My mode of operations is...

* Make save;
* Do landfill and have my mouse jiggle and mess up;
* Reload save;
* Do landfill and have it come out perfect; and
* Make save.

:P
by doktorstick
Thu Dec 14, 2017 4:22 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 70061

Re: 0.16 Map generation Feedback

I do not like the patchwork maze of cliffs. Not that they impede me, mind you, but it looks and feels terrible. After many, many generations I think my main beef with them is how short they are. Imagine if you had 3x1 lakes everywhere. Yuck. Having long, unbroken stretches of cliffs seems like it wo...
by doktorstick
Wed Dec 13, 2017 10:46 pm
Forum: Pending
Topic: [posila][0.16.0] Locked file after process termination via Win10 bash
Replies: 2
Views: 612

[posila][0.16.0] Locked file after process termination via Win10 bash

I was setting up a server under Windows 10 bash . I am using ComEmu64 as my emulator. The process was running with 0.16 and I saw a reddit update that 0.16.1. I tried to ^C the server process to shut it down and it did not respond to the keyboard input. Instead I ^Z it to suspend the process and the...
by doktorstick
Thu Dec 07, 2017 3:58 am
Forum: Logistic Train Network
Topic: [REQUEST] Depot train prioritization based on cargo
Replies: 5
Views: 1251

Re: [REQUEST] Depot train prioritization based on cargo

Well, thanks. I'll try some of what you suggested there and report back. Cheers.
by doktorstick
Thu Dec 07, 2017 1:38 am
Forum: Logistic Train Network
Topic: [REQUEST] Depot train prioritization based on cargo
Replies: 5
Views: 1251

Re: [REQUEST] Depot train prioritization based on cargo

Not needed. Use stations loading only requested items from design thread. It's not an issue of loading the wrong items. It's an issue of not unloading the entire inventory before the train leaves. See more below. Also if you have trains going back to the depot with left over items in their cargo, i...
by doktorstick
Tue Dec 05, 2017 5:18 pm
Forum: Logistic Train Network
Topic: [REQUEST] Depot train prioritization based on cargo
Replies: 5
Views: 1251

[REQUEST] Depot train prioritization based on cargo

Howdy, I have a feature request with depots. I'll frequently get trains with some left-over resource in it. It would be nice if depots, perhaps with an optional signal, could choose a train with leftover cargo to the corresponding provider. For example, if I have two trains in a depot, one with some...
by doktorstick
Fri Nov 24, 2017 2:40 pm
Forum: Duplicates
Topic: [15.38] Train contents not matching "read from train"
Replies: 1
Views: 502

[15.38] Train contents not matching "read from train"

Howdy. When I hover over the locomotive, it reads "Fluid wagon contents: 1.8". When I hover over the fluid wagon, it reports "0.6, 0.6, 0.6", respectively. My signal from "read from train" reports 0. My guess is that each individual container of the fluid wagon reports ...
by doktorstick
Fri Nov 24, 2017 5:16 am
Forum: Ideas and Suggestions
Topic: Minimap: set map mode position where clicked on minimap
Replies: 1
Views: 447

Minimap: set map mode position where clicked on minimap

Whenever you click on the minimap, it switches you to map mode over your current player character's location. It doesn't matter where you click on the minimap, the positioning of the map mode is the same. The suggestion is to continue switching to the map mode, but place the center point to that of ...
by doktorstick
Thu Nov 09, 2017 10:46 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 40254

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Howdy. Will you add a mod option (map) to disable notes and signs, please? I like Picker for QoL, but I don't like it adding extra in-game items or tech clutter.
by doktorstick
Thu Nov 09, 2017 5:10 pm
Forum: Mods
Topic: [MOD 0.17.x] NPUtils 4.33
Replies: 44
Views: 18847

Re: [MOD 0.15.x] NPUtils 2.27

Howdy. I've started my first ever game with NPUtils. I know very little about the mod and am purposefully not reading about everything it adds... I want the experience to be a bit like playing Factorio for the first time. :) One thing that struck me odd, though, was that with the NPUtils tech tree, ...
by doktorstick
Fri Oct 13, 2017 10:17 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 37458

Re: Friday Facts #212 - The GUI update (Part 1)

People have touched on this... parentheticals for the logical operations. Or something like this:

Image
by doktorstick
Fri Oct 13, 2017 10:10 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 37458

Re: Friday Facts #212 - The GUI update (Part 1)

I feel like it would make more sense to design a route, and then assign that route to one or more trains. You could keep a set of routes like a set of blueprints. Keeping with the pattern of Factorio,it might fit better if you make a schedule on a train and then save it as a route blueprint. You ca...

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