Search found 415 matches

by dee-
Fri Jan 30, 2015 7:14 am
Forum: Resolved Problems and Bugs
Topic: [0.11.13]Construction robots dosn't desconstruct marked item
Replies: 8
Views: 3231

Re: [0.11.13]Construction robots dosn't desconstruct marked

I experienced the same. Some things are left behind, a red cross above them but no robot coming to get them.
Selecting them again with the deconstruction cursor results in a fresh wave of robots that quickly pick up the leftover items.
by dee-
Thu Jan 29, 2015 9:06 pm
Forum: Show your Creations
Topic: Big Letter typography on map
Replies: 7
Views: 10002

Big Letter typography on map

This evening I played around a bit and wanted to give my base a small "Welcome home, commander" message when I return back with my "taxi train". As rails are very visible on the overhead map I chose rail pieces to create the letters and to my surprise they turned out way better t...
by dee-
Thu Jan 29, 2015 9:51 am
Forum: Not a bug
Topic: [0.11.13] Train blocks itself unnecessarily
Replies: 8
Views: 4137

Re: [0.11.13] Train blocks itself unnecessarily

Thanks all.

Yeah, I'll reconsider my expectations on signals and accept they're dumb :D Making it foolproof is part of the challenge ;)
by dee-
Thu Jan 29, 2015 8:29 am
Forum: Not a bug
Topic: [0.11.13] Train blocks itself unnecessarily
Replies: 8
Views: 4137

Re: [0.11.13] Train blocks itself unnecessarily

Good morning ;) Ah, so it's not considered a bug then. @gandalf: of course it IS unnecessary blocking itself because for the situation there IS a solution that prevents self-blocking. The train route planner is just too straight forward (consider only train head and ignore train length, choose short...
by dee-
Wed Jan 28, 2015 9:14 pm
Forum: Not a bug
Topic: [0.11.13] Train blocks itself unnecessarily
Replies: 8
Views: 4137

[0.11.13] Train blocks itself unnecessarily

Not sure if this can be considered a bug or just my bad* rail layout... Observation: In the following scenario the train came from north and wants to go south. From what I can tell it chose the shortest path, straight through the circle. However if the train choses this path it enters a separate sho...
by dee-
Wed Jan 28, 2015 11:12 am
Forum: Not a bug
Topic: Furnace not working with Fluid and Items
Replies: 8
Views: 4112

Re: Furnace not working with Fluid and Items

I see the convenience in furnances having no recipe, but isn't this a conceptual break to assembly machines / refineries?
They all do the same: move some items to local input storage, reduce the input storage, wait a little, create output items in output local storage
by dee-
Mon Jan 26, 2015 5:52 pm
Forum: Ideas and Suggestions
Topic: 3D rendering
Replies: 39
Views: 15639

Re: 3D rendering

I'm really not experienced enough on this so I will accept your reasoning :)
I agree GPU is restricted in flexibility and this constant swapping between CPU/GPU and data/logic will hurt more than it helps. So GPU compute is probably not as useful as I hoped.
by dee-
Mon Jan 26, 2015 4:42 pm
Forum: Ideas and Suggestions
Topic: 3D rendering
Replies: 39
Views: 15639

Re: 3D rendering

Game of life is so trivial that it's not even funny. You should look how "efficient" modern GPUs are at as basic tasks as sorting or just even random memory access ;) Another thing to note is that even in Game of Life it takes nearly 100k identical elements to be "simulated" wit...
by dee-
Mon Jan 26, 2015 4:25 pm
Forum: Ideas and Suggestions
Topic: 3D rendering
Replies: 39
Views: 15639

Re: 3D rendering

using massive parallel GPU calculations like CUDA/OpenCL (which are just PERFECT for Factorio!) No, not really. While the numbers on paper look nice the time it takes to transfer the data to GPU and back takes ages. not to mention GPU calculations are awfully inefficient as soon as any sort of cond...
by dee-
Mon Jan 26, 2015 4:05 pm
Forum: Ideas and Suggestions
Topic: 3D rendering
Replies: 39
Views: 15639

Re: 3D rendering

Well, a move to 3D has some advantages and they're not only visual for having nice rotations as you said. For example 3D offers many ways of different hardware accelerations, be it geometry instancing for drawing the 10k+/100k+ items, alpha blending, correct lighting and shadows for different times ...
by dee-
Mon Jan 26, 2015 3:03 pm
Forum: Mods
Topic: [0.11.11] Canister Mod
Replies: 5
Views: 8025

Re: [0.11.11] Canister Mod

I'm okay the canisters are not reusable. That's the price to pay for easily handleable fluids. They're cheap anyway (50 for 1 steel) but hold very little (0,5 units) so a barrel (25 units) needs 50 canisters equals 1 steel. So it's the same price for a barrel. I wouldn't use them in mass productions...
by dee-
Sun Jan 25, 2015 2:32 pm
Forum: Ideas and Suggestions
Topic: 3D rendering
Replies: 39
Views: 15639

Re: 3D rendering

It would be nice if Factorio could run inside a VirtualBox machine, which it currently can not because the 128 MiB video RAM are not enough. Which, I admit, struck me unexpected when I tried for the first time, error messages and not helping fallbacks following.
by dee-
Thu Jan 22, 2015 8:12 pm
Forum: Energy Production
Topic: Oil Power Plants, reliable way of making electricity.
Replies: 42
Views: 66731

Re: Oil Power Plants, reliable way of making electricity.

I made some enhancements to the solid fuel facility from the above post . :D It is now one block slimmer, but alas one block longer as the pesky pipes are very contact friendly :lol: and I like to keep them apart :twisted: So here it is: http://s30.postimg.org/3nc76bw29/image.png Pipes (input) again...
by dee-
Thu Jan 22, 2015 9:39 am
Forum: Energy Production
Topic: Oil Power Plants, reliable way of making electricity.
Replies: 42
Views: 66731

Re: Oil Power Plants, reliable way of making electricity.

Nice idea :) Indeed it inspired me to try for myself to create a solid fuel production facility: http://s12.postimg.org/vb17m2i4t/single.png The pipes on the left side are for oil and water as the facility uses advanced oil processing and cracking. The created solid fuel is output on the right onto ...
by dee-
Mon Jan 19, 2015 9:35 am
Forum: General discussion
Topic: Belt rebalancer is not your friend
Replies: 23
Views: 25200

Re: Belt rebalancer is not your friend

This is the rebalancer I use for my standard "two-lanes-of-fast-belts"-system. a.png It is able to rebalance every single one of the incoming four lanes equally onto the four outgoing lanes: b.png If one or more of the four outgoing lanes are blocked the other not blocked lanes still get f...

Go to advanced search