Search found 133 matches

by Mike5000
Mon Mar 04, 2019 10:01 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65310

Re: Friday Facts #284 - 0.17 experimental

Some playthroughs of the NotATutorialHonestGuvWouldILieToYou are easy for another reason. Sometimes the massed hordes of biters get stuck and remain forever near their magic spawn spots with only small fractions escaping to attack. This state can persist indefinitely allowing lucky players to achiev...
by Mike5000
Sun Mar 03, 2019 10:51 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65310

Re: Friday Facts #284 - 0.17 experimental

If you haven't left your factory producing at the specified rates, again, that's on you. Got it. Potential buyers are supposed to magically guess that they have to stop green circuit production and magically guess that they have to NOT stop ammunition production and magically guess they should acce...
by Mike5000
Sun Mar 03, 2019 7:59 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65310

Re: Friday Facts #284 - 0.17 experimental

I have no problem being shown up by a younger player. But if a 9 year old can play the game, I am sure as hell not going to be banging my fist on the table screaming about it being unfairly difficult. The tutorial is not unfairly difficult if you're lucky or if you know the trick. This is not the h...
by Mike5000
Sun Mar 03, 2019 7:08 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65310

Re: Friday Facts #284 - 0.17 experimental

I completed my first game with no trains at all. I researched them completely, and put one up, but it didn't work. It would drive manually from one end of the track to the other, but it would only drive automatically to one station and then it couldn't path to the other one. Ever. I never figured o...
by Mike5000
Fri Mar 01, 2019 9:59 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65310

Re: Friday Facts #284 - 0.17 experimental

bobucles wrote:
Fri Mar 01, 2019 9:47 pm
My task for the next weeks is go over the massive amount of high quality feedback and start testing some tweaks.
But what am I supposed to do with all my low quality feedback?
Upgrade?
by Mike5000
Fri Mar 01, 2019 8:39 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65310

Re: Friday Facts #284 - 0.17 experimental

With different difficulties, different entities, different costs, different restrictions, different escalations and a magical assistant ... this is a tutorial/demo for a different game. A different game which I would never have bought. Frankly I don't like anything about this new tutorial/demo, alth...
by Mike5000
Fri Mar 01, 2019 1:26 am
Forum: Outdated/Not implemented
Topic: [0.17.2] Tutorial seems very difficult
Replies: 34
Views: 11752

Re: [0.17.2] Tutorial seems very difficult

I would summarize the overall problems with the tutorial in this way: Tutorial is somewhat more difficult than the game - which defeats the tutorial's purpose as an introduction. Tutorial is MUCH more grindy than the game - which defeats the tutorial's presumed purpose as a marketing tool in the dem...
by Mike5000
Fri Mar 01, 2019 12:11 am
Forum: Not a bug
Topic: Set Recipes On Assemblers Even When Recipe Is Not Researched Yet
Replies: 17
Views: 5200

Re: Set Recipes On Assemblers Even When Recipe Is Not Researched Yet

Thanks for the report however this is working as intended: you can't set a recipe without having it researched. To set a recipe means to use it and to use any recipe means it should be researched otherwise it bypasses the entire research system. One possibility would be to limit unresearched recipe...
by Mike5000
Wed Feb 27, 2019 12:25 pm
Forum: 1 / 0 magic
Topic: [0.16.3][Linux] Video hang on game exit
Replies: 26
Views: 9015

Re: [0.16.3][Linux] Video hang on game exit

FWIW I've never experienced this on my previous Nvidia nor my current NVidia Quadro P2000 - currently using driver 390.87 and kernel 4.19.0 in Linux Devuan Ascii using the TDE desktop.

Hard to guess what is causing this but hopefully more data points will help.

EDIT: Desktop.
by Mike5000
Wed Feb 27, 2019 6:43 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 155384

Re: Friday Facts #283 - Prepare to Launch

You asked for feedback on the new tutorial, although I don't recall seeing you specify where exactly to post it. In 2017 I downloaded the demo, played the excellent tutorial, loved it, and bought the game. Hopefully the new 0.17 tutorial will improve before going stable as I gave up on it and would ...
by Mike5000
Wed Feb 27, 2019 2:40 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.45] Priority splitter creating gaps
Replies: 7
Views: 3246

Re: [kovarex] [0.16.45] Priority splitter creating gaps

Here's a much simpler test case, and now in 0.17.1. 20180226_priority_splitter_bug.zip Just place a belt in the obvious gap in front of the engineer. The priority splitter will almost immediately send some of the traffic - typically two coal - to the wrong output. To repeat just remove the placed be...
by Mike5000
Mon Feb 25, 2019 10:34 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 155384

Re: Friday Facts #283 - Prepare to Launch

It is not, of course, a perfect comparison: in a real time strategy game, falling into a newbie trap means you lose. Losing sucks. In an open world game like Factorio, you don't lose, but maybe you just waste time/materials/etc. The equivalent tension in Factorio is between users who want maximum f...
by Mike5000
Sun Feb 17, 2019 11:52 pm
Forum: Implemented Suggestions
Topic: Simple Solution To Thundering Train Herd
Replies: 33
Views: 11270

Re: Simple Solution To Thundering Train Herd

i understand the problem, but i dont understand why anyone would set it up like this take the example of 10 ore stations (with one waiting bay) x2 trains into one big smelter with (hopefully) a stacker that can hold 20 trains It's easy in vanilla to have multiple mines feeding one smelter, or one s...
by Mike5000
Sat Feb 16, 2019 3:21 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84486

Re: Friday Facts #282 - 0.17 in sight

Love today's FFF. Question about the names of railway stations. Do you plan to remove the limit of 50 characters (and 25 unicode omg)? Because if you use [icons/iron-plates]-type icons in the names, the current length is not enough. By the way, limitless maps, limitless productions and 50 char limit...
by Mike5000
Tue Feb 05, 2019 8:36 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 88536

Re: Friday Facts #280 - Visual Feedback is the king

A* without estimated distance to target is not A* as you yourself pointed out. A camel is also an ungulate and a mammal. Being an ungulate (special case) does not stop a camel from being a mammal (general case). The train pathfinder is A* and also one of the Dikstra variants and also a SPF (shortes...
by Mike5000
Tue Feb 05, 2019 2:16 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 88536

Re: Friday Facts #280 - Visual Feedback is the king

If that is the way it is done by factorio, pathfinding will stop when the first station with that name is found. Exactly. The neat thing about A* is that it searches in such a way that the first found is the best! If the isStationTheTarget is calculated by station name only this would have to be ch...
by Mike5000
Tue Feb 05, 2019 12:25 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 88536

Re: Friday Facts #280 - Visual Feedback is the king

A* uses estimated distance (h) to target. This is a integral part of the algorithm. Setting this (h) to Zero would result in a more or less recursive search pattern since then all end-of-path-nodes would have the same cost value (g) and thus the exact same cost value (f). Reffer to: https://www.gee...
by Mike5000
Tue Feb 05, 2019 12:00 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 88536

Re: Friday Facts #280 - Visual Feedback is the king

A* uses an estimate distance to target to calculate the next best start point for the interval. TTBOMK Factorio's rail pathfinder's heuristic to estimate distance to target is zero. This is allowed with A* as zero is both admissible and monotone. And zero is very fast. My suggestions does not affec...
by Mike5000
Tue Feb 05, 2019 10:08 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 88536

Re: Friday Facts #280 - Visual Feedback is the king

As long as the train recalculates the path to the same station it piced when searching for the next destination I do not see a problem. This would mean changing the train pathfinder to ignore stations with identical names under certain circumstances, and would require additional smarts for the case...
by Mike5000
Tue Feb 05, 2019 9:27 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 88536

Re: Friday Facts #280 - Visual Feedback is the king

You mean substitute "Station enable" condition by "Trains allowed" setting? Or keep "Station enable" condition and add "Trains allowed" setting? It can help really. I would prefer an option in the train's schedule to choose the selection method. But random wo...

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