Search found 59 matches
- Sun Jan 13, 2019 9:41 am
- Forum: Won't fix.
- Topic: [0.16.51] Rendering Order Storage Tank / Underground Belt
- Replies: 4
- Views: 1868
Re: [0.16.51] Rendering Order Storage Tank / Underground Belt
Thanks for the report however I don't consider this worth looking into. This happens all over the place due to trying to simulate 3D in a 2D sprite based game. "Fixing" one thing breaks other things and It's just not worth the time to me to look into this kind of stuff. But this game stil...
- Sun Jan 13, 2019 9:18 am
- Forum: Technical Help
- Topic: [0.16.51][Windows] Computer reboots on exit of the game
- Replies: 25
- Views: 10487
Re: [0.16.51][Windows] Computer reboots on exit of the game
Obscure system stops after memory-heavy applications might be caused by faulty RAM. I had some strange reboots and memory corruption which occurred in only one application and the cause were some sticky bits in single RAM bank pretty high in address space. Otherwise you might want to use kernel debu...
- Sun Jan 13, 2019 9:06 am
- Forum: Gameplay Help
- Topic: Logical circuit for storage
- Replies: 8
- Views: 2507
Re: Logical circuit for storage
I use "arrow buffer" (right on the picture) a lot in my designs, but sometimes use slower inserters when grabbing items from main belt.
- Sun Jan 13, 2019 8:51 am
- Forum: This Forum
- Topic: File Extension for Images in the FFF
- Replies: 2
- Views: 2034
Re: File Extension for Images in the FFF
Well, probably one of CDN tricks to conserve bandwidth - WEBP have better compression than JPEG. The same image in your screenshot served in WEBP format (134 KiB) for Firefox 66a and in JPEG format (214 KiB) for Microsoft Edge, for example. CDNs usually don't serve content they don't sure client doe...
- Fri Jan 11, 2019 11:29 pm
- Forum: Show your Creations
- Topic: Save files for testing 0.17 migrations
- Replies: 12
- Views: 7348
Re: Save files for testing 0.17 migrations
Well, of course, here is one of my earlier saves, vanilla without mods. World already cleared of biters and has limited dimensions.
...suspiciously exact number of saves, do you have this much on your machine? Now i know why we don't get much updates, ha-ha
...suspiciously exact number of saves, do you have this much on your machine? Now i know why we don't get much updates, ha-ha
- Fri Jan 11, 2019 11:07 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 42462
Re: Friday Facts #277 - GUI progress update
As someone related to software, I can say that the GUI design is pretty hard, mundane task which is definitely impossible to do right at all, so, you, guys, are doing great! I also understand the temptation to tell that you make GUI final before showing it to the public, but, maybe, it's best to lea...
- Wed Jan 09, 2019 10:46 pm
- Forum: Balancing
- Topic: Stronger Vanilla Locomotives
- Replies: 15
- Views: 4101
Re: Stronger Vanilla Locomotives
I don't know what do you find ridiculous in train acceleration, considering the fact that trains are very very heavy . To move with specific, non-zero speed, any object must have some non-zero amount of kinetic energy (E=m*V^2/2). For a real world train with two 4 MWt locomotives, dragging 40 loaded...
- Tue Jan 08, 2019 2:46 pm
- Forum: Ideas and Suggestions
- Topic: Option in inserters to only load locomotives/trains
- Replies: 9
- Views: 3916
Re: Option in inserters to only load locomotives/trains
If you make all trains consist of multiples of identical locomotive-wagon groups, you can solve your problem without any circuitry, just like interleaving MPEG frame types in the stream.
- Sat Jan 05, 2019 1:28 pm
- Forum: Not a bug
- Topic: [0.16.51 DEMO] PDB is shipped with the demo executable
- Replies: 2
- Views: 1194
Re: [0.16.51 DEMO] PDB is shipped with the demo executable
There are a lot of useful Java client programs that come in form that can be decompiled almost to the source code. No harm in providing debug symbols for developers' convenience if they don't consider them trade secret. Don't forget that code is copyrighted, so, technically, you can't legally use it...
- Sat Jan 05, 2019 11:37 am
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63636
Re: Friday Facts #276 - Belt item spacing & Script rendering
Moderate amount of motion blur can salvage situation in case of 4-5x belts, but how fast inserters then should be?
Personally, i found even blue belts redundant and almost useless if you're not trying to build a beaconed setup.
Personally, i found even blue belts redundant and almost useless if you're not trying to build a beaconed setup.
- Sat Jan 05, 2019 8:50 am
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63636
Re: Friday Facts #276 - Belt item spacing & Script rendering
Nice, though output is pulsed and it doesn't show any difference between full belt and and single side full belt. Perfect to detect gaps or if the belt backs up.
- Fri Jan 04, 2019 11:58 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63636
Re: Friday Facts #276 - Belt item spacing & Script rendering
... "Breaks" in the sense of detecing >4 when on full throughput for as long as the two splitted belts have not been emptied, so for about 2 seconds, after that the normal full belt throughput will again be split into 2* 1/2 full belt and detected as 2* 4 items on the belt No, it won't re...
- Sun Dec 30, 2018 9:40 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 994939
Re: Factorio Roadmap for 0.17 & 0.18
I've tracked three games (Minecraft, KSP, Factorio) through early access dev cycles and it's always this pattern: early versions cycle through quickly with relatively small changes (that seem huge because the game is small) and then slow down as the game grows up, and each x.X.x change cycle gets b...
- Sun Dec 30, 2018 9:14 pm
- Forum: Ideas and Suggestions
- Topic: Fewer types of inserters!
- Replies: 16
- Views: 3676
Re: Fewer types of inserters!
Modules into inserters does not fix the early game and over buffs the late game. The filtered ones are definitely needed for modded where some recipes have more than ones output and mixed belts with splitter just feel like a downgrade. Removing blue inserter is also a very bad idea as it removes th...
- Sun Dec 30, 2018 8:52 pm
- Forum: Ideas and Suggestions
- Topic: Fewer types of inserters!
- Replies: 16
- Views: 3676
Re: Fewer types of inserters!
If anything needs to be done with inserters, I think it's moving filtering capability to regular inserters and ditching special variants. But that would mean losing graphical fidelity in inability to see special inserter logic from the first glance on setup.
- Thu Dec 06, 2018 4:11 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 50261
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Most of the time simulated physics follow simplified models that doesn't make too much sense in some parts. For example, in some other game with gases inside pipes, they follow ideal gas model which propagates and diffuses inside pipes with infinite speed. In that game pumps are barriers between pip...
- Mon Nov 26, 2018 4:53 pm
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 38720
Re: Friday Facts #270 - HR Substation & Save/Load overview
Nonblocking saving? Yeah, forking won't work most probably, due to the mechanics of how forking works. The process that modifies dataset will get all the usual goodness - page faults, copying of memory, thousands of page allocations, randomized page table and a lot of extra cache misses - all the us...
- Mon Oct 29, 2018 7:43 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208641
Re: Friday Facts #266 - Cleanup of mechanics
No picks? Not that it mattered much to me, since mining anything by hand is more or less reserved to first 5 minutes into the game. Then you get your miners set and is too busy to mine anything with pickaxe. I usually throw out the first one I crafted not even able to break it. It would be nice if g...
- Sat Mar 24, 2018 8:58 am
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 52143
Re: Friday Facts #235 - 0.16 stable
[[Every bit related to win32]] When i use CheatEngine to hack out the guts of games i like, i usually go for the code to make it harder, easier, of more fun by changing some in-game mechanics. From time to time it requires some heavy-duty disassembly and a few hours into the code but result usually ...