Search found 65 matches

by deef0000dragon1
Thu Dec 28, 2017 9:38 pm
Forum: Implemented Suggestions
Topic: Has Mod Autodownload actually been implemented
Replies: 2
Views: 543

Has Mod Autodownload actually been implemented

From this thread in implemented suggestions : https://forums.factorio.com/viewtopic.php?f=66&t=49355 I was wondering if it has actually been implemented. It is on the roadmap for 0.16, but I have not seen it in the change-log anywhere, and my (albeit simple) testing has not shown that it has bee...
by deef0000dragon1
Fri Dec 15, 2017 10:39 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 32822

Re: Friday Facts #221 - 0.16 is out

On Compression: Imo, all forms of input onto a belt should compress IF there is enough space to push the rest of the items back within 1 or 2 belts. In this manner, you can deal with compression issues to something like 95% compression without needing a splitter, but complete compression would requi...
by deef0000dragon1
Thu Dec 14, 2017 11:22 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.2] Map colors: major visibility issues
Replies: 15
Views: 3669

Re: [GFX] [16.2] Map colors: major visibility issues

Suggestion for this: allow players to adjust map colors themselves in the options. Extension to this would be the ability to load a config file that has the colors and settings. I am ... less than thrilled myself about certain choices on map coloration, and would like to be able to set, if not each ...
by deef0000dragon1
Wed Dec 13, 2017 9:40 pm
Forum: Implemented Suggestions
Topic: Multiplayer Modded Server auto download mods
Replies: 6
Views: 2988

Re: Multiplayer Modded Server auto download mods

So, "Allow loading games with different mod settings (and automatically download the mods if necessary)" is in the road map, but it appears that with the release of 0.16.1 it is not yet implemented. I can understand this and was wondering if it was pushed it 0.17, or just later in 0.16.x. ...
by deef0000dragon1
Sun Nov 12, 2017 2:41 am
Forum: Modding help
Topic: [15.37] mod handlers not identical between you and server
Replies: 5
Views: 1090

Re: [15.37] mod handlers not identical between you and server

It appears that the error only starts after the following script is run /c script.on_event(defines.events.on_tick, function(event) rotime = 5 alphatime = 20 round = rotime*60 tick = event.tick%round red = 0 green = 0 blue = 0 alpha = 0 if (tick < (round / 3)) then green = tick red = (round/3)-tick b...
by deef0000dragon1
Fri Oct 13, 2017 8:41 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 37094

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

Finally, I personally have always found it difficult to parse the train logic, so I am not always sure in what order the AND and OR conditionals apply. It may be useful to add parenthesis type conditionals or something to make it easier to read. It doesn't solve the issue of it not being intuitive ...
by deef0000dragon1
Fri Oct 13, 2017 8:08 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 37094

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

Something that comes to mind is the ability to add trains to a route that has been made by other trains. A number of people use a large number of trains for one back and forth, so it would be nice to be able to make a train route, and save that route globally. Then you can edit the route, and all tr...
by deef0000dragon1
Fri Aug 11, 2017 8:57 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 42472

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

If you want my opinion, the engine rewrite should be PART OF 0.16, or 0.17 at the latest, and probably THE ONLY thing in that particular update. At the worst, Factorio should not have a 1.0 version until the main engine is threaded. The engine has nothing to do with threading. It's entity <> entity...
by deef0000dragon1
Fri Aug 11, 2017 7:58 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 42472

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

Decouple draw logic. It already is. Decouple routing decisions. Keep a separate path network (robots, TRAINS) and handle pathfinding on separate threads. Not feasible. Routes become invalid during game updates which means you can't calculate a path while the game updates. Routes also effect the cos...
by deef0000dragon1
Fri Aug 11, 2017 6:28 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 42472

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

I may be wrong in posting this but: The example that you gave of having the buffers act as a requested items storage space, presuming that you have multiple, each of which is fully supplied, Will the bots draw from the closest one full route? I remember that the bot logic was still a little bit brok...
by deef0000dragon1
Sun Jun 18, 2017 11:12 pm
Forum: Not a bug
Topic: [15.x (9+)] blueprint not copying gate circuit condition...
Replies: 1
Views: 565

[15.x (9+)] blueprint not copying gate circuit condition...

https://www.youtube.com/watch?v=hTQmRPM9fXM&feature=youtu.be&t=17m10s Zisteau took a blueprint of a rail segment to create a rainbow road when he ran through the gates. The light values were copied, but not the gate network conditions. Tested in 15.21 base to confirm that a base light-wall-g...
by deef0000dragon1
Fri May 19, 2017 5:33 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 86581

Re: Friday Facts #191 - Gui improvements

Minor nitpick: F1/F2/F3 are bad ideas since lots of modern laptops/keyboards don't have them (or rather, require fn+BrightnessDown to achieve F1). presuming the devs dont go insane, those should be rebind-able. Though, it may be pertinent to change the default. I agree. Outside that, I think that s...
by deef0000dragon1
Wed May 10, 2017 5:43 pm
Forum: Releases
Topic: Version 0.15.10
Replies: 90
Views: 39525

Re: Version 0.15.10

Edit: wrong place for this comment. searched the suggestion forums and it is planed for 0.16 anyway. Considering that it can detect mod discrepancies, would it be possible to have a button that says "automatically reconfigure and relaunch" or something that would check, download and turn o...
by deef0000dragon1
Fri Apr 07, 2017 4:13 pm
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 33329

Re: Friday Facts #185 - Progress report

I will only say, I am INCREDIBLY happy with the way that night vision looks. The colorless but still visible look is absolutely beautiful.
by deef0000dragon1
Fri Feb 10, 2017 4:32 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 32457

Re: Friday Facts #177 - Difficulty settings

Something that I Would like to see UI wise is the changing of the basic terrain gen options selection to not use drop down menus. A large part of this is the fact that the drop downs are slow to change if you have to change every single option to large from normal for example. I don't know how the b...
by deef0000dragon1
Fri Dec 09, 2016 6:28 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 42682

Re: Friday Facts #168 - Nightvision Nightmare

Ill be honest, The night vision is still terrible, no matter how you look at it. I intend to use a mod that just removes the green. If you do keep up with the terrible green effect, please let the color be a choice for someone to make, or even to turn it off altogether as a game setting. Colorblindn...
by deef0000dragon1
Fri Oct 14, 2016 6:26 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 71696

Re: Friday Facts #160 - Playtesting

I just remembered something that actually 100% needs to be added. if you chose to play the game without spawning biters, (such a myself or Arumba) The final tier of science and items NEED to be craft able. As it stands right now, it is possible to set up a single option on the start panel such that ...
by deef0000dragon1
Fri Oct 14, 2016 5:10 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 71696

Re: Friday Facts #160 - Playtesting

Something thing that I think needs to be added if you do mark 2 steam engines and boilers is steel pipes, or pipes that can move more fluid in general to match consumption/production at a mark 2 level.
by deef0000dragon1
Wed Aug 03, 2016 1:29 am
Forum: Resolved Problems and Bugs
Topic: Mod Portal: Mod name character limitation necessary
Replies: 11
Views: 2292

Re: UI Issue with mod portal.

This makes it very difficult to sort and quickly find popular mods such as RSO that are integral to other mods. (there are multiple versions/authors)
by deef0000dragon1
Sat Jul 23, 2016 2:51 am
Forum: Duplicates
Topic: [0.13.10] linux build crashing to desktop when crafting
Replies: 4
Views: 659

[0.13.10] linux build crashing to desktop when crafting

A friend and I had a game on 0.13.9 that we moved to .10 today. After a short peroid of time, the game crashed to desktop on my friends system. He is using Linux Debian. I am using Win 7. We loaded a new world to replicate the error. This was a fresh game, and after I crafted an item, his game would...

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