Search found 132 matches

by knightelite
Sun Aug 09, 2020 10:36 am
Forum: Implemented in 2.0
Topic: Fix Landfill Blueprinting
Replies: 23
Views: 5912

Re: Blueprints with entities on top of landfill should not need to be placed more than once when building on water.

Depends what you want; there may be some situations where one of these is better than the other. Like the one I suggested lets you include landfill only under the sections of the blueprint that you want to have built on water, and not on other pieces (like walls and turrets are likely unnecessary o...
by knightelite
Sat Aug 01, 2020 6:40 am
Forum: Implemented in 2.0
Topic: Fix Landfill Blueprinting
Replies: 23
Views: 5912

Re: Blueprints with entities on top of landfill should not need to be placed more than once when building on water.

https://forums.factorio.com/viewtopic.php?f=6&t=57981 I think this is actually a better solution. Depends what you want; there may be some situations where one of these is better than the other. Like the one I suggested lets you include landfill only under the sections of the blueprint that you...
by knightelite
Fri Jul 31, 2020 6:15 pm
Forum: Implemented in 2.0
Topic: Fix Landfill Blueprinting
Replies: 23
Views: 5912

Blueprints with entities on top of landfill should not need to be placed more than once when building on water.

Basically landfill ghosts should have entity ghosts on top of them so the blueprint doesn't need to be placed multiple times when building over water.

See discussion and video on this reddit thread: https://www.reddit.com/r/factorio/comme ... ts_should/
by knightelite
Sat Apr 25, 2020 1:37 pm
Forum: Ideas and Suggestions
Topic: Add inventory blinking also for chest transfers
Replies: 5
Views: 1147

Re: Add inventory blinking also for chest transfers

This sounds like a great idea.
by knightelite
Sat Apr 25, 2020 1:35 pm
Forum: Implemented in 2.0
Topic: Allow placement of water well pumps onto tiles that were previously landfilled
Replies: 14
Views: 3610

Allow offshore pumps to be built on landfill

Given that the following are now true: Landfill is a separate tile type than regular ground. Offshore pumps can be built on landfill if the pump is built on shore and then the shore is landfilled in (becoming a Water Well Pump). I would suggest that to simplify pump related blueprints the Offshore P...
by knightelite
Wed Apr 22, 2020 6:02 am
Forum: Not a bug
Topic: Rotational Asymetry - Different behavior depending on direction blueprint is placed
Replies: 6
Views: 2003

Re: Rotational Assymetry - Different behavior depending on direction blueprint is placed

I was referred to this thread , and I agree it seems to be fluid flow unfortunately :( . I tried removing all the pipes on one of the instances that doesn't behave as expected and replacing them all going from the pumpjack outwards, and it didn't seem to make a difference. I then tried the same with...
by knightelite
Wed Apr 22, 2020 5:42 am
Forum: Not a bug
Topic: Rotational Asymetry - Different behavior depending on direction blueprint is placed
Replies: 6
Views: 2003

Rotational Asymetry - Different behavior depending on direction blueprint is placed

What I have two blueprints for making rocket fuel which I have designed for this UPS Optimization Challenge . The blueprints contain offshore pumps placed on land, and may require a mod that allows that in order to work correctly. The blueprints are identical except that the pumpjack needs to be in...
by knightelite
Fri Mar 20, 2020 3:21 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 89642

Re: Friday Facts #339 - Beacon HR + Redesign process

Have you considered the idea of coloring the beacon (or maybe the lightning?) based on the type of module inside the beacon? Or maybe split the colors if there is more than one type of module?
by knightelite
Fri Jan 24, 2020 7:26 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 62711

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

Any thoughts on whether the pathfinder changes had addressed this particular issue: viewtopic.php?f=29&t=67034

I might have to fire up 0.18 and test it to see if it still happens :).
by knightelite
Fri Dec 13, 2019 4:39 am
Forum: Not a bug
Topic: [0.18.0] Fish prevent water tiles from being filled in in editor
Replies: 2
Views: 731

[0.18.0] Fish prevent water tiles from being filled in in editor

As can be seen in this video, filling in water tiles in the editor mode in 0.18.0 when fish are present results in the water not being filled in. This is annoying, and fish should be auto-removed in this situation.

I've attached my save, though this should occur in any savegame.
by knightelite
Sat Dec 07, 2019 9:56 pm
Forum: Ideas and Suggestions
Topic: Add a way for players to see the path cost of a specific rail path in game.
Replies: 3
Views: 1331

Re: Add a way for players to see the path cost of a specific rail path in game.

Agreed, this would be useful for the reasons Stevetrov outlined above. Would have been convenient for some of the other weird issues I encountered when designing some train routing systems in the past.
by knightelite
Mon Nov 11, 2019 7:50 pm
Forum: Implemented Suggestions
Topic: Saved research progress should be shown before continuing research
Replies: 18
Views: 5906

Show progress of partially researched techs

If I switch technologies that I am researching (because I ran out of a science pack I needed, say) there isn't any way to tell whether or not one of them is partially researched until I select it and hit "Start Research". Perhaps the icons could include a progress bar or something, or a mo...
by knightelite
Thu Nov 07, 2019 4:36 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36111

Re: UPS Wars 3 - Electronic Circuits

Has anyone considered having a train long enough to be loaded by multiple patches? Load e.g. 4 wagons per patch then advance the train by 4 wagons and repeat till it's all full. Or have lots of locomotives to fill the gap between patches or simply leave cars empty. I do not think this would help. T...
by knightelite
Tue Nov 05, 2019 2:57 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36111

Re: UPS Wars 3 - Electronic Circuits

Nice work DaveMcW. Just waiting to beat us all until things had stagnated a bit :D.
by knightelite
Tue Nov 05, 2019 2:47 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36111

Re: UPS Wars 3 - Electronic Circuits

Nice work quyxkh! That last trains one looks really good in the video. Clever idea to clock the trains to pickup at the right time instead of doing the factories. I wonder if there's potential additional UPS/train savings to be had by having the train loop go like this: Copper Pickup Copper Dropoff ...
by knightelite
Sun Nov 03, 2019 6:08 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36111

Re: UPS Wars 3 - Electronic Circuits

I'll see if I decide to try and improve mine. At least I'll probably win the "longest trains" category :D.
by knightelite
Sat Nov 02, 2019 4:28 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36111

Re: UPS Wars 3 - Electronic Circuits

79042.199 ms - knightelite build2.1 - trains - cars_sleeping One problem I can see with your save is the left copper smelting train tries to leave the station, but is stuck at a red signal. This prevents all the copper ore inserters from going to sleep. Thanks, I'll take a look. Biggest problem I c...
by knightelite
Sat Nov 02, 2019 3:25 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36111

Re: UPS Wars 3 - Electronic Circuits

Turns out that trains build I posted has terrain generation happening in it, which consumes quite a bit of compute time. Here's a new one without terrain that should show some improvement. Steve's is probably still faster though.
by knightelite
Fri Nov 01, 2019 1:09 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36111

Re: UPS Wars 3 - Electronic Circuits

Second submission from me, all trains all the time! Needs some tuning now I guess, since quyxkh is destroying me still. Since I have a lot more cars now (960 as compared to 80 in my previous map), the cars sleeping makes a much larger performance difference. https://cdn.discordapp.com/attachments/57...

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