Search found 45 matches

by AlienRaven
Mon Mar 04, 2019 12:11 pm
Forum: Duplicates
Topic: DUPLICATE
Replies: 0
Views: 433

DUPLICATE

Found that it was reported earlier, moved all the info there: viewtopic.php?f=7&t=66149

Please, delete this one.
by AlienRaven
Sun Mar 03, 2019 12:31 pm
Forum: Duplicates
Topic: [0.17.4] Blueprint contents exceed GUI
Replies: 5
Views: 1291

Re: [0.17.4] Blueprint contents exceed GUI

Klonan wrote:
Sun Mar 03, 2019 12:28 pm
Thanks for the cake!
You are very much welcome, I hope you enjoyed it :)
by AlienRaven
Sun Mar 03, 2019 12:25 pm
Forum: Duplicates
Topic: [0.17.4] Blueprint contents exceed GUI
Replies: 5
Views: 1291

Re: [0.17.4] Blueprint contents exceed GUI

Recursive duplicate :-P
by AlienRaven
Sun Mar 03, 2019 7:52 am
Forum: Duplicates
Topic: [0.17.4] Blueprint contents exceed GUI
Replies: 5
Views: 1291

[0.17.4] Blueprint contents exceed GUI

Blueprint content exceeds GUI. The part of blueprint, that is out of GUI is uneditable. print.jpg 0eNrtnN1O40gQhd/F1wG5f9xt8xxzt1qhAN6ZSEyCkoAWId597RBQMlM1ez6uuWHIxPmo9Omyu49d9dLc3D+OD9vVet9cvTSr281611z99dLsVt/Xy/v5//bPD2Nz1az2489m0ayXP+dX2+XqvnldNKv13fhvcxVe/14043q/2q/Gt88fXjxfrx9/3ozb6YCPT94+bp/Gu...
by AlienRaven
Thu Feb 28, 2019 8:23 pm
Forum: Railway Setups
Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
Replies: 14
Views: 15899

Re: 4-lane RHD intersection with optimized left turn [images+blueprints]

hansjoachim wrote:
Thu Feb 28, 2019 7:15 pm
So I took a look at your intersection.
Thanks for testing, results are interesting. I guess the bottleneck is 3 sections in the U-turn, so I'll have to stick with other ones from the list with proved no deadlocks :)
by AlienRaven
Wed Feb 27, 2019 11:00 pm
Forum: Not a bug
Topic: [GFX] [0.17.0] Trivial, Graphics: Big electric pole looks missaligned to horizontal rails.
Replies: 5
Views: 1160

Re: [0.17.0] Trivial, Graphics: Big electric pole looks missaligned to horizontal rails.

And this is the cause of the issue, since yellow frame shows tha sprite base, you can see the shift clearly.
rails2.png
rails2.png (2.12 MiB) Viewed 1053 times
by AlienRaven
Wed Feb 27, 2019 10:42 pm
Forum: Not a bug
Topic: [GFX] [0.17.0] Trivial, Graphics: Big electric pole looks missaligned to horizontal rails.
Replies: 5
Views: 1160

Re: [0.17.0] Trivial, Graphics: Big electric pole looks missaligned to horizontal rails.

Klonan wrote:
Wed Feb 27, 2019 2:12 pm
This is just the perspective playing tricks
This is how it looked in 0.16.51, pole is aligned, as well as its shadow. Now its clearly shifted upwards, as well as its shadow.
rails.png
rails.png (1.8 MiB) Viewed 1059 times
by AlienRaven
Tue Feb 26, 2019 7:17 pm
Forum: Not a bug
Topic: [GFX] [0.17.0] Trivial, Graphics: Big electric pole looks missaligned to horizontal rails.
Replies: 5
Views: 1160

[GFX] [0.17.0] Trivial, Graphics: Big electric pole looks missaligned to horizontal rails.

I know this is rather trivial, but with updated big pole design it now looks not really aligned, when placed in between horizontal rails. I realize that this is probably due to additional rails graphics and technically the distance to rails is the same, but it currently lookes like it is shifted mor...
by AlienRaven
Sun Feb 24, 2019 7:29 pm
Forum: Railway Setups
Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
Replies: 14
Views: 15899

Re: 4-lane RHD intersection with optimized left turn [images+blueprints]

I wonder if they might conceivably add a "tutorial mod" interface where the community could write their own tutorials. I think it is already somewhat possible, as described in fff-227 and will be improved in the future by cutscene controller, described in fff-273 . Then we only need to wa...
by AlienRaven
Sun Feb 24, 2019 3:35 pm
Forum: Railway Setups
Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
Replies: 14
Views: 15899

Re: 4-lane RHD intersection with optimized left turn [images+blueprints]

This is where I'm likely to get confused, I don't entirely understand Factorio's signal placement rules. I've been playing around with it a little, watching how it colours the track segments, but I haven't sussed everything out yet. This "chain signal" thing seems deceptively complex. Che...
by AlienRaven
Sun Feb 24, 2019 2:13 pm
Forum: Railway Setups
Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
Replies: 14
Views: 15899

Re: 4-lane RHD intersection with optimized left turn [images+blueprints]

theolderbeholder wrote:
Sun Feb 24, 2019 1:49 pm
Wouldn´t it make sense to add a bypass to the first 2 to 1 junction? You are kind of lacking an uninterrupted "through lane".
I was actually thinking to make it two lanes without a connection with lane switching done earier on direct tracks. Good point, thanks for spotting.
by AlienRaven
Sun Feb 24, 2019 2:10 pm
Forum: Railway Setups
Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
Replies: 14
Views: 15899

Re: 4-lane RHD intersection with optimized left turn [images+blueprints]

Good point about size of turns. I come from a country with right lane car driving, so its easier for me to discuss it as RHD fr trains and left turns :) A also see your logic there in blocked lanes counting. I believe, when it comes to trains, there are also couple Factorio limitations to consider. ...
by AlienRaven
Sun Feb 24, 2019 1:03 pm
Forum: Railway Setups
Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
Replies: 14
Views: 15899

Re: 4-lane RHD intersection with optimized left turn [images+blueprints]

How does this optimise anything? What problem is it supposed to solve, and how does it solve it? Thanks for asking. One of the reasons I wanted to post it was to check if it even makes sence with the rest of the community :) From what I can see in the majority of blueprints (for example here: https...
by AlienRaven
Sun Feb 24, 2019 12:35 pm
Forum: Railway Setups
Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
Replies: 14
Views: 15899

4-lane RHD intersection with optimized left turn [images+blueprints]

Backstory Usually, when new factorio major version comes out, I start a new map from scratch. Doing so I try to consider mistakes and poor designs I made on the previous map. With 0.17 releasing next week I was thinking what I can improve on my next playthrough and one of the things. that came to m...
by AlienRaven
Sat Feb 17, 2018 3:41 pm
Forum: Outdated/Not implemented
Topic: Electric network cable connections saved in the blueprint
Replies: 47
Views: 20320

Re: Remember electrical wires positions inside a blueprint

Similar things have been suggested before. Thanks for sharing this. I guess, that's good that I'm not the only person, who would like this as a feature. However, I hope that in my post I've provided slightly more reason why it is worth looking in, as in topic you linked the arumentation was just ab...
by AlienRaven
Sat Feb 17, 2018 10:08 am
Forum: Ideas and Suggestions
Topic: Ability to use high tech reciepes in low tech situations
Replies: 0
Views: 705

Ability to use high tech reciepes in low tech situations

TL;DR Allow user, who made it to construction robots, but still has generally low tier technologies use the blueprints from high tier technology. What ? The game has several instances of items, that serve the same function, but have different quality (belts, underground belts, splitters, assembling...
by AlienRaven
Sat Feb 17, 2018 9:49 am
Forum: Outdated/Not implemented
Topic: Electric network cable connections saved in the blueprint
Replies: 47
Views: 20320

Remember electrical wires positions inside a blueprint

TL;DR Remember electrical wires positions when making a blueprint, so when blueprint is used wires will be built in the same order as in the original. What ? Currently when you make a blueprint. it only remembers the position of the poles inside the area. While robots movement can be chaotic, depen...
by AlienRaven
Tue May 23, 2017 6:34 pm
Forum: Gameplay Help
Topic: [Question] If there's a way to extend trains ghost?
Replies: 3
Views: 1636

Re: [Question] If there's a way to extend trains ghost?

you will always place signals as you move forward on the track so the brackets only show behind the signal as you hover over the track. This is the part that bugs me most, honestly. I have blueprints for straight rails, that will place signals at exact distance of 1 loco + 6 wagons. The problems us...
by AlienRaven
Tue May 23, 2017 5:49 pm
Forum: Gameplay Help
Topic: [Question] If there's a way to extend trains ghost?
Replies: 3
Views: 1636

[Question] If there's a way to extend trains ghost?

If you mouse-over rail signal or similar item - it will show you "ghost" of the train with white lines, so you'll be able to see the proper direction (see screenshot below). By default it will show five spaces for wagons. My question is whether there's a way in vanilla to tune it to show d...
by AlienRaven
Tue May 23, 2017 5:13 pm
Forum: Duplicates
Topic: [0.15.13] Rightclick does not work with blueprint components
Replies: 1
Views: 596

[0.15.13] Rightclick does not work with blueprint components

Steps to reproduce:

1. Open Blueprint.
2. Right-click any items, listed in Components.

Result:

- Nothing happens.

In previous versions:

- Right click was removing all items of that type from blueprint.

Note:

- Right click on blueprint preview still works.

Go to advanced search