Search found 176 matches

by rldml
Tue Feb 12, 2019 12:29 pm
Forum: Implemented Suggestions
Topic: Simple Solution To Thundering Train Herd
Replies: 33
Views: 11135

Re: Simple Solution To Thundering Train Herd

this suggestion: +1
Sad_Brother wrote:
Mon Feb 11, 2019 3:35 pm
Limit should be for specific station, not for "stations_named_the_same" .
this modification of the suggestion: +1000(,3)

Greetings Ronny
by rldml
Mon Feb 11, 2019 8:06 am
Forum: Pending
Topic: [0.16.51] Crash: Electric energy network corruption
Replies: 5
Views: 2120

Re: [0.16.51] Crash: Electric energy network corruption

Makes sense to me. If i find a way to reproduce it, i let you know :)

Greetings, Ronny
by rldml
Sun Feb 10, 2019 10:06 pm
Forum: Pending
Topic: [0.16.51] Crash: Electric energy network corruption
Replies: 5
Views: 2120

Re: [0.16.51] Crash: Electric energy network corruption

Here is the backuped game save.

You can find it in my onedrive-folder: https://1drv.ms/u/s!Ar5DfMRBSAbpgqsHcJKZKcUlCTlfwg
by rldml
Sun Feb 10, 2019 10:06 pm
Forum: Pending
Topic: [0.16.51] Crash: Electric energy network corruption
Replies: 5
Views: 2120

Re: [0.16.51] Crash: Electric energy network corruption

Unfortunately not, sorry. I loaded my game and did exactly the same thing (waiting for stuff in base), but the error didn't came back.
by rldml
Sun Feb 10, 2019 8:32 pm
Forum: Ideas and Suggestions
Topic: Blueprint Edit - Ability to Zoom In/Out
Replies: 50
Views: 19056

Re: Blueprint Edit - Ability to Zoom In/Out

I need this. +1
by rldml
Sun Feb 10, 2019 8:19 pm
Forum: Pending
Topic: [0.16.51] Crash: Electric energy network corruption
Replies: 5
Views: 2120

[0.16.51] Crash: Electric energy network corruption

Hello all! I don't know, if this really a problem with the game or just some random stuff happened to my individual save. Because this is my fist crush i ever had with factorio, i thought "make a bug report" :D I've waited for some stuff in my factory. The game tried to make a autosave gam...
by rldml
Wed Feb 06, 2019 11:05 am
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 22979

Re: Dynamic train schedule

you will have only one train filled and all other trains wait patiently blocking the complete train network point. If you have one train blocking another train it's only because you didn't lay track to bypass the block. Yeah, you could build a stacker at every ore patch, but this isn't what you wan...
by rldml
Mon Feb 04, 2019 1:16 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 22979

Re: Dynamic train schedule

But in the base idea of Factorio? I have strong feelings that you simply doesn't understand the meaning of the words "automate everything ". Actually you simply can't because the lack of scheduling options. You completely can (and in fact benefit substantially from) not actually ever over...
by rldml
Wed Jan 23, 2019 9:04 am
Forum: Ideas and Suggestions
Topic: [0.16.51] Multiplayer Networking should use Optimistic updates instead of Pessimistic
Replies: 7
Views: 1869

Re: [0.16.51] Multiplayer Networking should use Optimistic updates instead of Pessimistic

Koub wrote:
Wed Jan 23, 2019 8:39 am
Search for "Latency hiding". I think this should help you get any answers you need :)
AWESOME!

I've did this within bing with your search words and one of the first hits is https://www.factorio.com/blog/post/fff-83 :lol:

That's exactly what i searched for, thx ;)
by rldml
Wed Jan 23, 2019 8:40 am
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 34871

Re: Did no one else notice massive nerf of tank in 0.17?

The tank is fine in 16.51 and it will be fine after 16.51. It is a mid-game-weapon. Not more, not less.
by rldml
Wed Jan 23, 2019 8:25 am
Forum: Ideas and Suggestions
Topic: [0.16.51] Multiplayer Networking should use Optimistic updates instead of Pessimistic
Replies: 7
Views: 1869

Re: [0.16.51] Multiplayer Networking should use Optimistic updates instead of Pessimistic

Hello all,

is there some sort of wikipage or similar where i can learn something about these concepts? It makes me nervous that i don't have any clue what you're talking about :D

Greetings, Ronny
by rldml
Mon Jan 21, 2019 6:14 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 22979

Re: Dynamic train schedule

i want to remind, that this suggestion (viewtopic.php?f=6&t=53792 Train-stop id and train targets a train-stop by id(a bit off-topic)) is in fact a little bit offtopic (most people demands a direct skip-condition). But to say it clearly: With that little change you get far more control at train ...
by rldml
Fri Dec 21, 2018 2:18 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 71477

Re: Friday Facts #274 - New fluid system 2

Dominik wrote:
Fri Dec 21, 2018 1:54 pm
It is the volume and speed - numbers you can find in the tooltip, but visible all at once this way. It is already available - go to debug settings ingame (f4) and check show-fluid-box-fluid-info.
Thx to you and Lubricus for this (nice) info :)

@Wube: You're doing a great job!
by rldml
Fri Dec 21, 2018 1:43 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 71477

Re: Friday Facts #274 - New fluid system 2

Hello there,

what does the green and the blue column in the demo gif exactly means? And will there be an option to show these columns to get an easy way to identify bottlenecks and something like that?

Greetings, Ronny
by rldml
Sat Oct 20, 2018 12:28 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 53744

Re: Friday Facts #265 - Nomenclature & Steam networking

I've never thought about that language stuff, but it could possibly explain, why some complex games feel better than others...

Great job of you guys! :D

Greetings, Ronny
by rldml
Tue Aug 28, 2018 7:02 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 49703

Re: Friday Facts #257 - NPE/Campaign update

I have more interest in implementing Deep Water Sites, which cannot overbuild with landfill and you have to build (much more expensive) bridges instead. On the bridges should only railtracks and electricpoles be allowed to build, no assemblers or similar stuff And belts. And probably rail signals? ...
by rldml
Mon Aug 27, 2018 10:28 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 49703

Re: Friday Facts #257 - NPE/Campaign update

Now that the satellite is useless, I have a few ideas for its use: Huh? Did i miss something? The satellite is still needed for white science, as far as i understand the FF257, it is just hidden in another technology now... edit: But it will be fun, if there are more types of satellite you can send...
by rldml
Mon Aug 27, 2018 7:46 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 49703

Re: Friday Facts #257 - NPE/Campaign update

I have more interest in implementing Deep Water Sites, which cannot overbuild with landfill and you have to build (much more expensive) bridges instead. On the bridges should only railtracks and electricpoles be allowed to build, no assemblers or similar stuff You have already two different water ti...
by rldml
Fri Aug 24, 2018 7:47 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 49703

Re: Friday Facts #257 - NPE/Campaign update

This news sound like we can await 0.17 in the near future.

I would really appreciate that.
by rldml
Mon Jul 02, 2018 1:32 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 69696

Re: Friday Facts #249 - Dead end exploration

I hope, i understood the problem and would prefer the first solution, but with an important change: Make a hidden "only in this game existing"-library for blueprints not linked to any other library. If you do that, every blueprint in the quickbar refers to one library. If such a blueprint ...

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