Search found 950 matches

by ratchetfreak
Tue Nov 06, 2018 9:49 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 135811

Re: Friday Facts #266 - Cleanup of mechanics

Even just doing the same filter with ores isn't possible anymore. AFAIK there is no way to change the mining filter on the player entity mid-game, so you either have the option of "Can always mine all ores" or "Can never mine certain ores", previously you could use the hardness ...
by ratchetfreak
Fri Nov 02, 2018 4:54 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 30429

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

I really hope the "3 inserters" comment refers to a future FFF of the upcoming version, not just a dead thought that won't be seen for a long time.. implementing doesn't sound all that hard, for every time a bot is assigned a construction task, search nearby the destination (5 tiles or so...
by ratchetfreak
Tue Oct 30, 2018 12:02 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 135811

Re: Friday Facts #266 - Cleanup of mechanics

honestly if properly marked limiting recipes from certain assemblers is not a bad idea.

But linking it exclusivly to number of ingredients isn't the best and restricts you from excluding some items to higher tier assemblers.
by ratchetfreak
Fri Sep 28, 2018 4:43 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 34958

Re: Friday Facts #262 - Hello my name is: Compilatron

this gives me an idea for a assitant mod where you can send compilatron and access buildings through him

though it's going to be tricky regarding inventory and only letting his inventory (if any) interact with the buildings.
by ratchetfreak
Tue Sep 25, 2018 3:45 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 27670

Re: Friday Facts #261 - Performance + New player interaction

Red-Green Dichromism is the most common form of colour blindness, especially amongst males. Therefore, it should be considered first and foremost when considering colourblindness friendliness. It's also the easiest to avoid problems with if you know what you're doing. Either way... red arrows does ...
by ratchetfreak
Fri Sep 21, 2018 11:46 am
Forum: General discussion
Topic: Why not Lua?
Replies: 24
Views: 7726

Re: Why not Lua?

The default implementation doesn't do any optimizations apart from tail-call The only native data structure is a hybrid array/hashtable and depending on how you filled the table you are not guaranteed that all numeric keys are in the array part. I believe factorio already changed these to get consis...
by ratchetfreak
Fri Sep 07, 2018 4:18 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 27086

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

Bugsies getting some love? May i ask if you have any plans to make them more of an actual threat than just PITA? Cause if we could get some more sophisticated bugsy behaviour, it would be cool maybe even functionalities for pvp hoomins against bugsies scenarios Except a lot of players don't want hi...
by ratchetfreak
Fri Sep 07, 2018 3:14 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 27086

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

I think this is really the right thing but people with non-US layouts might have got used to those shortcuts in other apps. Is Ctrl+Z actually Ctrl+W in MS Word, for example? What about browsers? Ctrl+W usually closes the active tab, is it Ctrl+Z for the French layout? It's kinda controversial for ...
by ratchetfreak
Mon Sep 03, 2018 1:00 pm
Forum: Ideas and Suggestions
Topic: Dragging power poles should connect power networks
Replies: 10
Views: 2407

Re: Dragging power poles should connect power networks

It sounds like the logic should be something like if cursor no longer in range of any network, place pole in last valid location. if cursor is in range of network with different ID place pole connecting the networks otherwise don't place pole condition 2 can be refined to avoid placing poles with ma...
by ratchetfreak
Fri Aug 31, 2018 11:17 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 40692

Re: Friday Facts #258 - New autoplace

Much more predictable starting area resources that don't overlap each-other and are not covered by water. Maybe I haven't understood it properly, but from the screenshots it seems like this goal hasn't been achieved ? It seems from the screenshots that while you're guaranteed to have all of the res...
by ratchetfreak
Mon Aug 27, 2018 12:41 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 33703

Re: Friday Facts #257 - NPE/Campaign update

If we add shallow water to Freeplay (which is not as simple as it sounds), then some people might be sad that there is the occasional Biter nest where you cannot use turret creep... Wait... So turret creep is allowed now? Also, you can landfill the shallow water tiles and place turrets on them so h...
by ratchetfreak
Thu Aug 23, 2018 9:49 am
Forum: Ideas and Suggestions
Topic: looping maps
Replies: 3
Views: 800

Re: looping maps

that'll break the 5-coloring used by factorio for the train blocks, you'll need at least 7 colors to ensure no 2 blocks of the same colors touch each other.
by ratchetfreak
Mon Aug 13, 2018 2:33 pm
Forum: General discussion
Topic: How to open automated trains in rail signals?
Replies: 3
Views: 885

Re: How to open automated trains in rail signals?

If several stations have the same name the train will pick the closest one

with judicious use of chain signals you can make the train pick the open station when pulling in.
by ratchetfreak
Sat Aug 11, 2018 1:34 pm
Forum: Won't implement
Topic: Allow selection tools to be stored in blueprint library
Replies: 2
Views: 612

Re: Allow selection tools to be stored in blueprint library

It's probably never going to happen. The blueprint library stores blueprints and only blueprints. Making it store other stuff is essentially completely re-writing it and nobody is going to do that any time soon. in 0.17 it (and books) will also store upgrade planners, When a mod needs a ton of sele...
by ratchetfreak
Sat Aug 11, 2018 12:33 am
Forum: Won't implement
Topic: Allow selection tools to be stored in blueprint library
Replies: 2
Views: 612

Allow selection tools to be stored in blueprint library

In FFF number 0xFF it was mentioned that selection tools cannot be stored as blueprints in the library or books The big limiter to that would be the possible extra state associated with it. The upgrade planner for example stores what is being upgraded to what. This state needs to survive during expo...
by ratchetfreak
Fri Aug 10, 2018 5:21 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 34313

Re: Friday Facts #255 - Construction tools

Also in the clipboard menu definitely have an option to turn it into a proper blueprint. This would integrate copy-paste with the blueprint library a lot more workflow will become: ctrl+v and select the area to blueprint, then if temporary use ctrl+v to past wherever, if you want a more permanent c...
by ratchetfreak
Fri Aug 10, 2018 3:20 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 34313

Re: Friday Facts #255 - Construction tools

When pressing Q with a new blueprint the blueprint should become the ctrl+v blueprint in the clipboard. Also in the clipboard menu definitely have an option to turn it into a proper blueprint. This would integrate copy-paste with the blueprint library a lot more workflow will become: ctrl+v and sele...
by ratchetfreak
Fri Aug 03, 2018 9:31 am
Forum: Ideas and Suggestions
Topic: Railroad Nerf
Replies: 16
Views: 2906

Re: Railroad Nerf

Hmm, it could be pretty neat to have a second type of train that has a much larger carrying capacity but is significantly slower. It would be an interesting challenge for them to share the tracks adequately with the current trains. or a cargo wagon with the same physics as the artillery wagon (heav...
by ratchetfreak
Tue Jul 31, 2018 9:58 am
Forum: Ideas and Suggestions
Topic: [0.16.51] Lost/lazy bots
Replies: 23
Views: 4112

Re: [0.16.51] Lost/lazy bots

I don't really know if that is possible, but maybe a fix would be to implement some sort of cycle that says "every x seconds (maybe once a minute), reset all work assignments to robots, then reassign them based on the new situation": this way, a worker robot that is already near the const...
by ratchetfreak
Mon Jul 30, 2018 9:36 am
Forum: Gameplay Help
Topic: Lazy bot syndrome. Bug or feature?
Replies: 33
Views: 5020

Re: Lazy bot syndrome. Bug or feature?

I have bad news. When I was finally able to make the bug report it got moved to "not a bug". I suspect that devs consider this behavior to be "not a problem" and that players must live with the annoying design flaw. Sorry guys, but it seems like there won't be a fix and we'll ha...

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