Search found 264 matches
- Sun Jan 14, 2018 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Train Stop offset switch
- Replies: 4
- Views: 1316
Re: Train Stop offset switch
Actually, it's caused by the combination of rails on a double-size grid and train cars having effective length 7. If cars were changed to be 5 or 7 long, or the inter-car area increased to 2, so effective length is even, this would resolve the problem. Meanwhile, building a double-headed train with ...
- Fri Jan 12, 2018 9:17 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 378284
Re: Friday Facts #225 - Bots versus belts (part 2)
I'm seeing a lot of clash between a camp saying 'Bots are OP' and a camp saying 'Bots are harder than you think'. Are there any ways to change bots so their complexity becomes more obvious? The first aspect I am thinking of here is the current charging mechanic. This appears to be something only hea...
- Wed Jan 10, 2018 6:42 pm
- Forum: Duplicates
- Topic: [0.16.15] Inserter ignores circuits in certain situations
- Replies: 4
- Views: 1248
Re: [0.16.15] Inserter ignores circuits in certain situations
I could see having separate circuit conditions for picking up and dropping, though that could be too confusing to put in the main game.
- Mon Jan 08, 2018 9:40 pm
- Forum: Implemented in 2.0
- Topic: New types of rails (curves, s-curves ...)
- Replies: 30
- Views: 23757
Re: New types of rails (curves, s-curves ...)
A bridge which goes over anything would necessitate at least 2 positions on the Z axis, or anything standing below the bridge would collide with a train passing over it.
- Sun Jan 07, 2018 2:01 pm
- Forum: Ideas and Suggestions
- Topic: Support for 5-button mice
- Replies: 6
- Views: 1687
Re: Support for 5-button mice
I think windows' builtin driver goes up to 5 buttons and a wheel. Mice with more buttons tend to have special drivers. Linux tends to go higher, limit probably 16 or 32?
- Sat Jan 06, 2018 8:59 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 350116
Re: Friday Facts #224 - Bots versus belts
To empower belts, I like the idea of introducing crates/pallets, which contain a full stack of any item, don't stack themselves, and cannot be carried by bots. Packing or unpacking could be done in a normal assembler. This potentially also makes belts more UPS-friendly, since the number of items mov...
- Fri Jan 05, 2018 6:52 pm
- Forum: Gameplay Help
- Topic: Combinators: Unloading off train
- Replies: 2
- Views: 947
Re: Combinators: Unloading off train
Multiply the amount in the base by -1, put it on the red wire. Read the train contents on the green wire. Attach both of them to a filter inserter in set filter mode.
- Thu Jan 04, 2018 7:27 pm
- Forum: Ideas and Suggestions
- Topic: Ingame simple calculator
- Replies: 11
- Views: 7355
Re: Ingame simple calculator
If you have a smartphone, it almost certainly includes a calculator app as well.
- Thu Jan 04, 2018 7:18 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 416
- Views: 249384
Re: Performance optimization - post your saves
Artillery auto-targeting?
- Mon Jan 01, 2018 8:13 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 104741
Re: 0.16 Map generation Feedback
Did moddable map generation parameters make it into 0.16?
- Fri Dec 29, 2017 4:50 pm
- Forum: Gameplay Help
- Topic: Train Pathing Question
- Replies: 14
- Views: 4145
Re: Train Pathing Question
I could see giving some penalty to paths through a two-way signal.
- Mon Dec 25, 2017 4:00 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 55708
Re: Friday Facts #222 - Christmas avalanche
Barrels only stack to 10, so stack inserters can only move 10 barrels per swing, which makes it 3.03s per full wagon or 33k/s. And it is the full wagon that is key here. 40 stacks of barrels means 40 swings to move everything out, plus 40 swings to move the empty barrels back in. If you store fulls...
- Sun Dec 24, 2017 11:51 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 55708
Re: Friday Facts #222 - Christmas avalanche
I would appreciate even more different wagons for different types of cargo. We got box cars and tankers. And the box cars should keep beeing usable for any type of cargo (liquids after barreling) but should be the less efficient option when there is a more specialized wagon available. What about fl...
- Sat Dec 16, 2017 3:37 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 59302
Re: Friday Facts #221 - 0.16 is out
How about a new item ('loading funnel'), needing a belt and some iron, which inserters can insert onto to achieve compression. Unlike the suggested 3-to-1 compressor, this would only work with items inserted into the funnel. An inserter would insert into the funnel (holding up to 2 unstacked items, ...
- Sat Nov 18, 2017 4:50 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 35557
Re: Friday Facts #217 - Just another Friday Facts
I like the idea of linking to biome, or otherwise spawning more iron in some directions and more copper in others. By later game, you're training it around anyway, so if you need iron, expand in a direction which has iron, and if you need copper, expand toward copper.
- Sat Nov 11, 2017 5:43 pm
- Forum: News
- Topic: Friday Facts #216 - Paving a path for the GUI update
- Replies: 57
- Views: 29701
Re: Friday Facts #216 - Paving a path for the GUI update
Well, if you're offering bindings for C#, wouldn't that mean any other .net language would also work?
- Thu Nov 09, 2017 5:32 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44918
Re: Friday Facts #215 - Multithreading issues
I may be wrong, but based on the FFF it appears that you have three different processes that update a single variable, but that variable is shared between each. (...) I also suspect that this isn't the correct path for parallelization any way, you'll likely find that each step itself could be paral...
- Tue Nov 07, 2017 10:50 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44918
Re: Friday Facts #215 - Multithreading issues
creating/reaping threads costs time too. I do hope you're not doing that every tick?
- Sat Nov 04, 2017 11:51 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44918
Re: Friday Facts #215 - Multithreading issues
Notwithstanding the interesting discussion about whether your analysis is right, I have a suggestion for achieving parallel thread update isolation at whatever granularity you need without moving data as entities move. Given N threads that will be updating in parallel some object type T, create N s...
- Sat Oct 14, 2017 12:09 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 65243
Re: Friday Facts #212 - The GUI update (Part 1)
Regarding skipping stations: How about a set of conditions on whether to visit a station, in addition to the wait conditions? Normally this would be an empty list, meaning the station is visited. Adding a rule like 'Fuel less than X MJ' or 'Cargo of Iron less than 8000' could make a station be skipp...