Search found 121 matches

by Rhamphoryncus
Thu Feb 01, 2018 8:10 am
Forum: Pending
Topic: [0.16.20] Stack inserters waiting too long for items
Replies: 9
Views: 5210

Re: [0.16.20] Stack inserters waiting too long for items

This seems to be because inserters always want to pull from the left lane when pulling from the end, causing them to repeatedly move back to it (delaying slightly) every time a single item comes through. Moving half the inserters to the left lane and half to the right lane gives full throughput - in...
by Rhamphoryncus
Sat Jan 27, 2018 4:49 am
Forum: Resolved Problems and Bugs
Topic: [16.16] Splitter decompress still
Replies: 14
Views: 9035

Re: [16.16] Splitter decompress still

It's a lot better but not not entirely fixed. In particular the blue/yellow combo posted by madzuri still fails if you get the alignment right.

Priorities often fail as well but you may consider that to be a separate issue.
by Rhamphoryncus
Fri Jan 12, 2018 6:39 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 421193

Re: Friday Facts #225 - Bots versus belts (part 2)

I like it. I'll be able to sanely build a large bus without pulling my hair out over trying to make a balancer/tap/priority splitter that's actually reliable. Just need to back it up with a hard line over splitter decompression bugs and similar weirdness. Not sure about bot nerfing. I agree with the...
by Rhamphoryncus
Wed Jan 10, 2018 10:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.15] Lamps doesnt change color after pasted blueprint
Replies: 6
Views: 4673

Re: [0.16.15] Lamps doesnt change color after pasted blueprint

To clarify when built from blueprint you get neither: it's white (ignoring the circuit source of colour) and permanently on (ignoring the logistic on/off condition). If you manually remove and readd the wires you get colours and only appropriate lamps are on, which is the expected behaviour. Having ...
by Rhamphoryncus
Wed Jan 10, 2018 6:13 pm
Forum: Resolved Problems and Bugs
Topic: [16.16] Splitter decompress still
Replies: 14
Views: 9035

Re: Splitter inconsistency

This is 0.16.16. I've seen this sort of behaviour many versions back though (0.14? Earlier?)
by Rhamphoryncus
Wed Jan 10, 2018 5:20 pm
Forum: Resolved Problems and Bugs
Topic: [16.16] Splitter decompress still
Replies: 14
Views: 9035

[16.16] Splitter decompress still

More "splitters decompress belt when they shouldn't" stuff. The top two are known ways of taking off a quarter of a 4-belt bus, at least on paper. In practice I've never had them work reliably, as you can see in the save. Comparing the second and third is more interesting. The second is ge...
by Rhamphoryncus
Fri Jan 05, 2018 7:15 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 392302

Re: Friday Facts #224 - Bots versus belts

While in theory belts add all sorts of interesting complexity, in practice I hate it. Belt balancers/taps are overly complex and have just that touch of unreliability due to weird timing quirks in splitters. Make them 100% reliable, give better ways to lane balance, and make compression actually san...
by Rhamphoryncus
Sat Dec 23, 2017 12:33 am
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 60761

Re: Friday Facts #222 - Christmas avalanche

It'll be nice to see "putting items on belts" as the core feature it is, rather than an accident of how the original inserters were implemented. If you didn't want them to compress you should just cut the belt throughput in half and otherwise make it consistent. For fluid tanks.. you can't...
by Rhamphoryncus
Wed Dec 20, 2017 1:07 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Replies: 27
Views: 13598

Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug

Why would you remove such a cool, useful feature?
by Rhamphoryncus
Fri Nov 10, 2017 6:42 pm
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 31690

Re: Friday Facts #216 - Paving a path for the GUI update

I've done a GUI lib before.. my sympathies for the pain involved. I'm sure the result will be worth it though.
by Rhamphoryncus
Fri Oct 27, 2017 9:06 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 72415

Re: Friday Facts #214 - Concrete rendering

The new art is beautiful in its own way (as concrete pavers, not poured concrete). Perhaps a bit too much contrast (and looks like a tripping hazard), as others have said. I'll point out, however, that a big reason to use it is for the speed tiering. If you already had concrete flooring you'd never ...
by Rhamphoryncus
Fri Oct 20, 2017 5:42 pm
Forum: News
Topic: Friday Facts #213 - The little things 2
Replies: 55
Views: 26790

Re: Friday Facts #213 - The little things 2

I'd be happy enough if the 30 second value was exposed via the modding API. It's easy enough for someone to make a mod or to add it to use preferences later. Another thought though: if buffer chests had two priorities you could have one at the producer (such as a train station) and another at the co...
by Rhamphoryncus
Fri Sep 22, 2017 8:07 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 60130

Re: Friday Facts #209 - Optimisation is a way of life

After Factorio is released the team can move on to their next polishing project:
Image
by Rhamphoryncus
Sat Sep 16, 2017 7:51 am
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 27620

Re: Friday Facts #208 - Tips and tricks improvement

Definitely the loading screen or even the main menu. There shouldn't be a point where a player says "okay, I've played enough to get a feel for the game, get rid of that annoying extra popup". Before that point the player should be doing tutorials, not tips and tricks. After that point the...
by Rhamphoryncus
Fri Sep 08, 2017 9:00 pm
Forum: News
Topic: Friday Facts #207 - Lua noise specification
Replies: 45
Views: 26656

Re: Friday Facts #207 - Lua noise specification

The webbing is pretty ugly but.. alternates.. hmm. Maybe generate a larger "island" but in a random direction to form a land bridge? That would still let you generate on a coast but more likely to be connected. Feedback in the spawn algorithm would really help though. Check 10 or 20 points...
by Rhamphoryncus
Fri Aug 25, 2017 4:23 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 53641

Re: Friday Facts #205 - Teaching the things that everybody knows

"Optional dependency" still seems like too strong of a wording. They're not a dependency at all, they're a load order constraint and a version match.
by Rhamphoryncus
Sat Aug 12, 2017 7:34 am
Forum: Ideas and Suggestions
Topic: Construction robots don't prioritize storage chests
Replies: 24
Views: 14237

Re: [.15.26] Construction robots don't prioritize storage chests

Just set a logistic network condition on the inserter putting into the passive provider, then there won't be any items in passive providers if there are any in storage chests A limit of 1000 would mean you permanently have up to 1000 items in the storage chests. You'd have to temporarily run out to...
by Rhamphoryncus
Fri Aug 11, 2017 8:24 pm
Forum: Ideas and Suggestions
Topic: Construction robots don't prioritize storage chests
Replies: 24
Views: 14237

Re: [.15.26] Construction robots don't prioritize storage chests

The construction bots pull from the closest, it is your design decision whether that closest chest is a passive provider or a storage chest There are many ways to set up the chests and inserters so that none are placed in passive providers if storage chests still have some If the only way to use it...
by Rhamphoryncus
Fri Aug 11, 2017 8:04 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 76870

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

Any chance you'll reconsider the issue of construction bots ignoring/not prioritizing storage chest items? Sure, I could work around that now by having a set of buffer chests with 1 of every placeable item in the game, but that's an ugly workaround for what I'd expect to be basic behaviour. Existing...
by Rhamphoryncus
Fri Jul 14, 2017 8:37 pm
Forum: News
Topic: Friday Facts #199 - The story of tile transitions
Replies: 51
Views: 30225

Re: Friday Facts #199 - The story of tile transitions

Another option is to change the tile graphics to be centered on the intersection between a 2x2 area of tiles. As demonstrated in this article: http://blog.project-retrograde.com/2013/05/marching-squares/ A single strip of land or water can be exactly one tile wide this way. This solves your issue a...

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