Search found 192 matches
- Fri Feb 08, 2019 11:58 pm
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 47591
Re: Friday Facts #281 - For a Few Frames More
I was wondering - we have good decoratives for the grasslands that as it turns out, by accident, make rails look good (or at least interesting), but other surface decorations do not really have anything that can do something similar to the rails. Maybe, if time allows, something similar can be added...
- Fri Jan 18, 2019 1:49 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 73584
Re: Friday Facts #278 - The new quickbar
@Twinsen @Klonan now, let's talk about Spidertron...
- Mon Jan 14, 2019 4:02 pm
- Forum: Ideas and Suggestions
- Topic: Implement priority signals for trains
- Replies: 38
- Views: 12361
Re: Implement priority signals for trains
It's not as simple as it sounds ... :) ). I describe probably simplest way to implement line priority. You can ask for a system to lock some priority path ahead of train stop-point. But look at my suggestion again. By closing other lines earlier you give main line priority of some length. Only if l...
- Thu Jan 10, 2019 10:47 am
- Forum: Ideas and Suggestions
- Topic: Implement priority signals for trains
- Replies: 38
- Views: 12361
Re: Implement priority signals for trains
Well, trains already do a look-ahead with chain signals and trigger signal change. This is something similar, the difference being that priority signal has to block other signals from allowing trains to pass that will pass under no priority situation. Basically trains already calculate when they nee...
- Thu Jan 10, 2019 9:31 am
- Forum: Ideas and Suggestions
- Topic: Implement priority signals for trains
- Replies: 38
- Views: 12361
Re: Implement priority signals for trains
It's not as simple as it sounds - the amount of wiring that needs to happen if done via the circuit network is pretty huge and different trains have different stop lengths and so the calculations are not as straight forward and lead distances that have to be taken into account are pretty huge. So it...
- Wed Jan 09, 2019 6:40 pm
- Forum: Ideas and Suggestions
- Topic: Implement priority signals for trains
- Replies: 38
- Views: 12361
Implement priority signals for trains
Basically, a signal that gives train on the line where it is placed right before the intersection priority so it can continue at full speed and not break for the merging train that happened to be a few secons ahead. Main use case - signalling main lines, so train merging does not slow down trunk lin...
- Fri Dec 28, 2018 4:45 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 174824
Re: Friday Facts #275 - 0.17 Science changes
I have but one request. Please make at least one infinite research require all of the science packs. It would be nice to have something to stress large bases that do bother to make the military packs in high volume. Second this. It was pretty annoying during Clusterio event not having military scie...
- Fri Dec 07, 2018 12:44 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 36489
Re: Friday Facts #272 - Mod GUI
I don't think you even should add reading comments, or god forbid, writing them. Handling web peculiarities in-game is always a problem and that part tends to be neglected a lot (numerous games I have played that had that possibility are a testament to that despite good intentions on developer's sid...
- Sat Dec 01, 2018 6:47 am
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 55579
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
So, is multi-threading being used for fluids now? Was the hint's we gave on the last fluid FFF were helpful?
- Fri Nov 02, 2018 3:14 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 52195
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Can linking multiplayer servers be added, so you could go to the linked server directly if you wish? Would be awesome for Clustorio
- Fri Oct 05, 2018 5:25 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 42979
Re: Friday Facts #263 - Trains in blueprints
Someone send them a bag of non-dick shaped candy!
- Fri Sep 21, 2018 1:28 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 45053
Re: Friday Facts #261 - Performance + New player interaction
Appreciate the wide theme - default was just too narrow even for 1080p. Regardless tutorial - I'd say you can't really tech basics to people who will not pay attention or think they know stuff unless you pause the game, so that's that :) It's a tradeoff. But I'm sure you can just hit `Esc` and conti...
- Fri Aug 31, 2018 10:24 am
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 66855
Re: Friday Facts #258 - New autoplace
Good stuff, should have included a preview of a map generated under "Railword" settings :D While working on the map gen in general, here's a little request: Ability to generate a chunk of the map by setting width and height, but with offset spawn point so the generated area moves to the de...
- Fri Aug 10, 2018 4:11 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 58409
Re: Friday Facts #255 - Construction tools
Please lift the research queue 5 tech queue limit. Leave it unlimited or some somewhat big number
Also, adding "continue this limited research" option would be great so it can just chug along endlessly until changed
Also, adding "continue this limited research" option would be great so it can just chug along endlessly until changed
- Fri Aug 03, 2018 1:21 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 92208
Re: Friday Facts #254 - No research queue for you
This time I'm delivering a bag of dicks personally! :evil: :twisted: :!: But half-jokes aside - sure, it's true for new players. But for the love of god - there is quite a big chunk of seasoned players into past 1000 hours segment and an even bigger segment of people past the 200-300 hours who we g...
- Fri Jun 22, 2018 2:41 pm
- Forum: News
- Topic: Friday Facts #248 - Not Saturday Facts
- Replies: 71
- Views: 36284
Re: Friday Facts #248 - Not Saturday Facts
Lol5thHorseman wrote:+10,000 points (and a pointless self-censor from me) for blurring the word 'D***S' but not 'GOTDICKS' or 'DICKSBYMAIL'.
Overall - nice progress. If you need testing the render engine on Linux - I have a Linux Mint 18.3 with a GTX 1060 with latest nvidia binary drivers
- Fri Jun 15, 2018 11:04 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 68981
Re: Friday Facts #247 - Pricing and its exploits
Satisfactiory overshadowing Factorio? Gimme a break
Early and mid-game Factorio - possible, but end-game and megabase level gameplay - not a chance
Early and mid-game Factorio - possible, but end-game and megabase level gameplay - not a chance
- Sun May 13, 2018 7:51 am
- Forum: Multiplayer
- Topic: FactorioMMO community - events, evening games, challenges
- Replies: 11
- Views: 5214
Re: FactorioMMO community - events, evening games, challenges
FactorioMMO has opened a Clusterio mod public server!
Details are in the reddit post - https://www.reddit.com/r/factorio/comme ... y_open_to/
Details are in the reddit post - https://www.reddit.com/r/factorio/comme ... y_open_to/
- Mon Apr 30, 2018 2:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.16.38] Crash when loading autosave
- Replies: 2
- Views: 2506
Re: [Twinsen] [0.16.38] Crash when loading autosave
Mod author did this: https://github.com/Danielv123/factorioClusterioMod/commit/201492eea432c6af4f4cd99741fe1a86633b39be And someone had a circuit connection on the chest, that was setting the requests for items via circuitry. I fixed it by loading game without the mods, all chests got removed, now j...
- Mon Apr 30, 2018 2:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.16.38] Crash when loading autosave
- Replies: 2
- Views: 2506
[Twinsen] [0.16.38] Crash when loading autosave
Server was stopped to update mods, on startup got a crash.
Archive with logs, dump, mods and save attached.
Archive with logs, dump, mods and save attached.