Search found 66 matches

by Xoriun
Mon Mar 22, 2021 10:49 am
Forum: Pending
Topic: [1.1.27] Not able to move in certain directions
Replies: 3
Views: 1331

Re: [1.1.27] Not able to move in certain directions

There are some weird behaviors when holding down movement keys while tabbing out and tabbing back in (eg. mouse clicking out and back in while in inventory). However, I wouldn't consider those to be bugs but that maybe related in some way.
by Xoriun
Wed Feb 10, 2021 1:57 pm
Forum: Minor issues
Topic: [kovarex] [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork
Replies: 7
Views: 2778

Re: [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork

When placing an underground over other belts without using the smart drag feature, it only replaces straight belts going in the same direction which are not connected to anything else.
I would expect the smart belt dragging to behave the same .
by Xoriun
Thu Feb 04, 2021 11:41 pm
Forum: Ideas and Suggestions
Topic: Make empty furnaces hide receipt again
Replies: 11
Views: 2487

Re: Make empty furnaces hide receipt again

+1 There are 3 distinct states of furnaces: 1) working, 2) full output, 3) empty input. With the old behavior, one could differentiate between them without opening their Gui or hovering over them: 1) fire and item display 2) no dire but item display 3) no fire and no item display Especially when de...
by Xoriun
Tue Feb 02, 2021 12:58 pm
Forum: Ideas and Suggestions
Topic: Make empty furnaces hide receipt again
Replies: 11
Views: 2487

Re: Make empty furnaces hide receipt again

+1 There are 3 distinct states of furnaces: 1) working, 2) full output, 3) empty input. With the old behavior, one could differentiate between them without opening their Gui or hovering over them: 1) fire and item display 2) no dire but item display 3) no fire and no item display Especially when dea...
by Xoriun
Fri Jan 29, 2021 4:19 pm
Forum: Won't fix.
Topic: [1.1.19] No shotgun sound when personal laser defence is active
Replies: 4
Views: 2137

Re: [1.1.19] No shotgun sound when personal laser defence is active

To be fair, that image doesn't look like vanilla...
by Xoriun
Thu Jan 28, 2021 10:38 pm
Forum: Not a bug
Topic: Fluid throughput depends on building order
Replies: 8
Views: 3081

Re: Fluid throughput depends on building order

I'm willing to make a lot of compromises for the flow, but building order dependency is one of the things I really hate. I'm really curious as to how the building order even effects the flow. Is there an easy explanation for that like the flow is calculated based on current flow for optimization or ...
by Xoriun
Thu Jan 28, 2021 10:08 pm
Forum: Not a bug
Topic: Fluid throughput depends on building order
Replies: 8
Views: 3081

Fluid throughput depends on building order

While designing a space-efficient build for getting water out of a lake for a nuclear power plant, I realized that the build order of pipe-pump-combinations can effect the throughput. In the video you can see that rebuilding the pumps yields 2 times 3k/sec (maximum with this setup) while rebuilding ...
by Xoriun
Fri Jan 22, 2021 9:50 pm
Forum: Not a bug
Topic: [1.1.13] Belt Interpolation after out of range
Replies: 7
Views: 1724

Re: [1.1.13] Belt Interpolation after out of range

You mean 1.1.13? there is no 1.1.12 in any video. yes... Just explain to me what exactly is a bug here. And yes, it was bugged for years, that when you drag built + walked, it just randomly stopped, and now it builds as you aproach the position. When I drag a belt outside of my building range and m...
by Xoriun
Fri Jan 22, 2021 8:19 pm
Forum: Not a bug
Topic: [1.1.13] Belt Interpolation after out of range
Replies: 7
Views: 1724

Re: [1.1.13] Belt Interpolation after out of range

especially in the second video of the first post you can clearly see a bug in the 1.1.12 version which did work properly in 1.1.10
EDIT: 1.1.13 of course
by Xoriun
Thu Jan 14, 2021 6:42 pm
Forum: Releases
Topic: Version 1.1.10
Replies: 13
Views: 10880

Re: Version 1.1.10

And btw, the term stable means there are very few bugs. It doesn't mean there are no major/minor feature and/or changes planned.
by Xoriun
Fri Nov 13, 2020 12:04 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 98740

Re: Friday Facts #363 - 1.1 is getting close

Regarding the belt drag change:
Would it be possible to add a button for it. Like when you hold it, the belts will only be placed in one line, if it is not pressed you have the old/standard behavior.
by Xoriun
Mon Sep 07, 2020 8:46 am
Forum: Tools
Topic: Command line belt balancer analyzer
Replies: 20
Views: 101655

Re: Command line belt balancer analyzer

Just discovered this awesome tool, but when troubleshooting some balancers, I would really like to know, when exactly the throughput is not 100%.
I don't need the exact reason, just the used in-/outputs for which the throughput fails would be really nice.
by Xoriun
Sun Aug 30, 2020 1:19 pm
Forum: Not a bug
Topic: Game Speed multiplier capping for no apparent reason
Replies: 7
Views: 1641

Re: Game Speed multiplier capping for no apparent reason

Most of the game update logic is single threaded, so it is expected that performance has a natural bottleneck of the max of a single CPU core. Ok, but then I would expect at least on core to be fully used, not just 70%, right? Its a single thread, but its being switched between cores. But still, al...
by Xoriun
Sun Aug 30, 2020 12:31 pm
Forum: Not a bug
Topic: Game Speed multiplier capping for no apparent reason
Replies: 7
Views: 1641

Re: Game Speed multiplier capping for no apparent reason

Most of the game update logic is single threaded, so it is expected that performance has a natural bottleneck of the max of a single CPU core.
Ok, but then I would expect at least on core to be fully used, not just 70%, right?
by Xoriun
Sun Aug 30, 2020 11:25 am
Forum: Not a bug
Topic: Game Speed multiplier capping for no apparent reason
Replies: 7
Views: 1641

Game Speed multiplier capping for no apparent reason

When designing new builds, I often speed up the game, so I can see if there are any minor "errors", that only show after some time without having to wait ages. I realized that the UPS stopped rising after the x8 multiplier (~280 UPS), so I checked my CPU-load, which was just fine, with Chr...
by Xoriun
Thu Aug 20, 2020 3:24 pm
Forum: Ideas and Suggestions
Topic: Copying Train Orders within Train-Schedule List
Replies: 11
Views: 3821

Re: Copying Train Orders within list

Just had the same Idea when I had to change the train-schedule for all my iron trains ("only" 9).
It would be really nice if I could change one, then go the train UI and just copy-paste it to all trains right there, instead of having to got to the map for each train individually.
by Xoriun
Thu Aug 20, 2020 3:20 pm
Forum: Ideas and Suggestions
Topic: [obsolete after V1.1] New Train stop condition: Next stop not deactivated
Replies: 16
Views: 4407

Re: New Train stop condition: Next stop not deactivated

You can use "wait until circuit signal" and send the train stop activation signal to the train...
Technically yes, but if the stations are really far apart, (like mining outpost and main base), this is a lot of effort and could clump up your network really quickly.
by Xoriun
Fri Aug 07, 2020 9:59 am
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 104682

Re: Friday Facts #359 - Crash site: The beginning

the new graphics look really nice.
However, I noticed that on the technology icon of the logistic 1 research, the underground-belt on the top right faces the wrong way. On the logistics 2,3 icon, it is correct.

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