Search found 660 matches

by Dominik
Mon Sep 16, 2019 12:17 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 103273

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain


One suggestion that could solve all the weirdness with prevented actions etc. that I haven't seen mentioned in this form is the following:

The basic idea is that there could be special pipes for each type of fluid which are placed by the player. This way, there would be no issues with any of the ...
by Dominik
Mon Sep 16, 2019 12:14 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 103273

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain


For the pipes I think several people have offered better suggestions than just preventing mixing. The entire problem with pipes is that they are this special thing that users can't interact with, and they have all of these partial item and weird properties going on. If we could start over on pipes ...
by Dominik
Mon Sep 16, 2019 12:06 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 103273

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain


Why is this something you can't fix? Why is that happening at all?

https://cdn.factorio.com/assets/img/blog/fff-312-fluid-mixing.gif

Lets describe what I see going on:

1) The crude oil pipe is empty but locked by the assembler.
2) Placing a ghost disconnects part of the pipe making it ...
by Dominik
Mon Sep 16, 2019 11:59 am
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 103273

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain


One suggestion: Make a "disconnected underground pipe" graphic. Like a capped pipe going toward the ground or something. Used for any case where you've placed one end but not the other. Would be useful for detecting these pipe network changed because a pipe in the middle was destroyed cases. May ...
by Dominik
Mon Sep 16, 2019 11:56 am
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 103273

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain


I don't care much about having fluid mixing prevention. But i would like to be able to design flexible systems, which change recipes dynamically and use different fluids delivered using a pipe network wich is connected to multiple different fluid sources by pumps of wich only one is enabled at a ...
by Dominik
Mon Sep 16, 2019 11:50 am
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 103273

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain


Just wanna throw my vote in for reconsidering the ban on fluid mixing.

I think the current mechanic is more annoying than the occasional accidental mixing. And honestly, a lot of that is just because "well that was stupid" is far less frustrating to me than "WHY won't it let me build this here ...
by Dominik
Mon Sep 16, 2019 11:47 am
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 103273

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Hlebuw3k wrote: Fri Sep 13, 2019 5:58 pm Maybe i just dont understand something, but why not ONLY allow placing fluid boxes when it doesnt mix fluids? And dont allow to place them in ANY other case?
that is the whole point
by Dominik
Mon Sep 16, 2019 11:46 am
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 103273

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain


About fluid mixing. Inputs on assembler and chem plants have never mixed fluids so they should not set fluid filter or hinder building pipes around them.

For the new fluid algoritm I must say I am not a big fan. Real pipes is usually filled with fluids and is not half empty as in factorio. The ...
by Dominik
Mon Sep 16, 2019 11:41 am
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 103273

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain


Please stop messing with established mechanics. Was fluid mixing annoying? Yes. Is this better? Not necessarily, your gif shows a quite awful example. Does this change add to the game? Absolutely not.

Feels like so much cool stuff could have been done with all that time.

I feel like my favorite ...
by Dominik
Mon Sep 16, 2019 11:32 am
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 103273

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain


What if the underground part of a underground pipes really existed, just didn't connect sideways? It would not be possible for undergrounds to cross each other, one would have to go over the surface. On the other hand, no weird reconnect behavior.


I have a proposal for underground pipes ...
by Dominik
Fri Sep 13, 2019 2:26 pm
Forum: Duplicates
Topic: [0.17.68] Crash on Load Game probably from Fluid-Powered Boilers
Replies: 2
Views: 1600

Re: [0.17.68] Crash on Load Game probably from Fluid-Powered Boilers

Hi, this is quite certainly a duplicate of 75552. It should work in the next version. Sorry for the trouble.
by Dominik
Fri Sep 13, 2019 2:15 pm
Forum: Duplicates
Topic: [17.68] Underground pipe randomly disconnects/stops working
Replies: 3
Views: 1796

Re: [17.68] Underground pipe randomly disconnects/stops working

Does sound like a duplicate. Please, let me know if it still does not work in the next version.
by Dominik
Fri Sep 13, 2019 2:09 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.68] Abuse of fluid mixing fix(74624) as PvP strat
Replies: 2
Views: 3608

Re: [Dominik][0.17.68] Abuse of fluid mixing fix(74624) as PvP strat

I have changed the mixing fix to remove the new entity so this does not happen anymore.
by Dominik
Fri Sep 13, 2019 10:07 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.17.68] Fluid mixing by overbuilding ghost (2)
Replies: 1
Views: 3048

Re: [Dominik] [0.17.68] Fluid mixing by overbuilding ghost (2)

This is very similar to the mixing by replacing the ghost by a pipe, just a little bit different as it does not connect to fluid systems. Since I can't easily prevent this one either for the same reasons, I have added this to the fluid mixing fix - basically the boiler would just disappear after you ...
by Dominik
Thu Sep 12, 2019 4:24 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.68] Invisible blocked underground after failed rotation
Replies: 5
Views: 4949

Re: [Dominik][0.17.68] Invisible blocked underground after failed rotation

Another bug I introduced when fixing those various length pipes.
by Dominik
Thu Sep 12, 2019 1:21 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.68] Invisible blocked underground after failed rotation
Replies: 5
Views: 4949

Re: [Dominik][0.17.68] Invisible blocked underground after failed rotation

Actually exists in vanilla
bug.png
bug.png (643 KiB) Viewed 4805 times
by Dominik
Wed Sep 11, 2019 3:09 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.17.68]Crash loading save after updating mods (Repaired wrong fluid system disconnect.)
Replies: 3
Views: 4398

Re: [Dominik] [0.17.68]Crash loading save after updating mods (Repaired wrong fluid system disconnect.)

I have made a mistake when fixing something about underground pipes with different lengths. Your save will load in the next version.

Go to advanced search