Search found 192 matches

by psihius
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...
by psihius
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... :twisted: :D
by psihius
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...
by psihius
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...
by psihius
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...
by psihius
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...
by psihius
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...
by psihius
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...
by psihius
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? :)
by psihius
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 :)
by psihius
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! :)
by psihius
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...
by psihius
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...
by psihius
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 :)
by psihius
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...
by psihius
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

5thHorseman wrote:+10,000 points (and a pointless self-censor from me) for blurring the word 'D***S' but not 'GOTDICKS' or 'DICKSBYMAIL'.
Lol :)

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
by psihius
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 :)
by psihius
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/
by psihius
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...
by psihius
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.

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