Friday Facts #133 - The train struggle

Regular reports on Factorio development.
Post Reply
kovarex
Factorio Staff
Factorio Staff
Posts: 7387
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Friday Facts #133 - The train struggle

Post by kovarex » Fri Apr 08, 2016 10:01 pm


Leveller
Inserter
Inserter
Posts: 44
Joined: Fri Mar 06, 2015 3:37 pm
Contact:

Re: Friday Facts #133 - The train struggle

Post by Leveller » Fri Apr 08, 2016 10:04 pm

SaturdayFacts !

torham
Fast Inserter
Fast Inserter
Posts: 171
Joined: Sun May 25, 2014 1:40 pm
Contact:

Re: Friday Facts #118 - The train struggle

Post by torham » Fri Apr 08, 2016 10:05 pm

well, I am still on 23:04, so everything all right from my point of view... :D


_aD
Fast Inserter
Fast Inserter
Posts: 211
Joined: Sat Apr 12, 2014 12:03 am

Re: Friday Facts #133 - The train struggle

Post by _aD » Fri Apr 08, 2016 10:07 pm

Great FFF, excited to try out the new toys when they appear. It's always interesting to read about problems which are part technical and part visual, as it were. Wube has done a great job overcoming such obstacles in the past and it's no surprise your skills continue to solve new challenges as they appear.

User avatar
mngrif
Fast Inserter
Fast Inserter
Posts: 171
Joined: Wed Feb 13, 2013 10:44 am
Contact:

Re: Friday Facts #133 - The train struggle

Post by mngrif » Fri Apr 08, 2016 10:08 pm

Absolutely glorious. These changes are most welcome!
Some Stuff About Stuff And Things || My Silly Factorian Tricks
<_aD> OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK

sillyfly
Smart Inserter
Smart Inserter
Posts: 1099
Joined: Sun May 04, 2014 11:29 am
Contact:

Re: Friday Facts #133 - The train struggle

Post by sillyfly » Fri Apr 08, 2016 10:09 pm

It is now also possible to select individual items in the production/electric statistics, to limit the graph to only show these items.
This makes me so happy! :D :D

Supercheese
Filter Inserter
Filter Inserter
Posts: 834
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: Friday Facts #133 - The train struggle

Post by Supercheese » Fri Apr 08, 2016 10:14 pm

It is now possible to click the alert icon to open the map to the location of the alert.
Very nice. :)

MiiNiPaa
Inserter
Inserter
Posts: 29
Joined: Fri Apr 08, 2016 10:11 pm
Contact:

Re: Friday Facts #133 - The train struggle

Post by MiiNiPaa » Fri Apr 08, 2016 10:16 pm

The heavy inserter is great addition. I was going to post almost exact idea as a suggestion in addition to loader (loader for loading, inserters for removing), but you beat me to it.

Zeblote
Filter Inserter
Filter Inserter
Posts: 972
Joined: Fri Oct 31, 2014 11:55 am
Contact:

Re: Friday Facts #133 - The train struggle

Post by Zeblote » Fri Apr 08, 2016 10:17 pm

The heavy inserter is not placing the items fully compressed in your gif. It'll do that, right?

torham
Fast Inserter
Fast Inserter
Posts: 171
Joined: Sun May 25, 2014 1:40 pm
Contact:

Re: Friday Facts #133 - The train struggle

Post by torham » Fri Apr 08, 2016 10:20 pm

I like the inserter. It would also work in reverse, where it would pick one item and than wait and scoop additional items of the same type until full, and only than put them in the chest. Simple and Effective!

Bisa
Filter Inserter
Filter Inserter
Posts: 449
Joined: Fri Jul 17, 2015 3:22 pm
Contact:

Re: Friday Facts #133 - The train struggle

Post by Bisa » Fri Apr 08, 2016 10:21 pm

the auth feature looks absolutely gorgeous... or well, we want it/need it badly and are happy for anything you guys can come up with <3
Hosting a factorio server? Take a look at this || init script ||.

vedrit
Filter Inserter
Filter Inserter
Posts: 269
Joined: Sun Aug 03, 2014 2:25 am
Contact:

Re: Friday Facts #133 - The train struggle

Post by vedrit » Fri Apr 08, 2016 10:21 pm

I'm curious to see how the heavy inserter behaves when picking items off the belt. Is it going to wait until it has the maximum items, or a period of time? Will it be able to do an AoE grab, per se? It's nice that it'll grab a bunch of items and put them down real nice and fast like. That's cool.

Supercheese
Filter Inserter
Filter Inserter
Posts: 834
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: Friday Facts #133 - The train struggle

Post by Supercheese » Fri Apr 08, 2016 10:21 pm

torham wrote:I like the inserter. It would also work in reverse, where it would pick one item and than wait and scoop additional items of the same type until full, and only than put them in the chest. Simple and Effective!
Yeah, the Heavy Inserter looks like a great idea. :) It would be nice if its claw graphics had an appearance distinct from other inserters'.

MiiNiPaa
Inserter
Inserter
Posts: 29
Joined: Fri Apr 08, 2016 10:11 pm
Contact:

Re: Friday Facts #133 - The train struggle

Post by MiiNiPaa » Fri Apr 08, 2016 10:24 pm

Zeblote wrote:The heavy inserter is not placing the items fully compressed in your gif. It'll do that, right?
It is probably to not "potentially destroy a lot of small optimisation puzzles". Still I think that only express belt should be not compressed when heavy inserter is used.

kovarex
Factorio Staff
Factorio Staff
Posts: 7387
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Friday Facts #133 - The train struggle

Post by kovarex » Fri Apr 08, 2016 10:26 pm

vedrit wrote:I'm curious to see how the heavy inserter behaves when picking items off the belt. Is it going to wait until it has the maximum items, or a period of time? Will it be able to do an AoE grab, per se? It's nice that it'll grab a bunch of items and put them down real nice and fast like. That's cool.
Yes, there are few ways to do it, it would probably try to grab things from the belt as long as there are more of the same item already in hand until it reaches the stack size limit.

User avatar
y.petremann
Filter Inserter
Filter Inserter
Posts: 393
Joined: Mon Mar 17, 2014 4:24 pm
Contact:

Re: Friday Facts #133 - The train struggle

Post by y.petremann » Fri Apr 08, 2016 10:27 pm

I don't know if that the case but I've made some mesures and this is notable that wagons are 3d objects and so at the base of the wagons in horizontal position 222px and in vertical position 152 px, the ratio is 1.46, I know this is not really visible, but 5 pixels can make a really small difference in how far look wagons to each others (for reference, a rail plank is ~ 6px).

keyboardhack
Filter Inserter
Filter Inserter
Posts: 473
Joined: Sat Aug 23, 2014 11:43 pm
Contact:

Re: Friday Facts #133 - The train struggle

Post by keyboardhack » Fri Apr 08, 2016 10:29 pm

kovarex wrote:
vedrit wrote:I'm curious to see how the heavy inserter behaves when picking items off the belt. Is it going to wait until it has the maximum items, or a period of time? Will it be able to do an AoE grab, per se? It's nice that it'll grab a bunch of items and put them down real nice and fast like. That's cool.
Yes, there are few ways to do it, it would probably try to grab things from the belt as long as there are more of the same item already in hand until it reaches the stack size limit.
'Does this mean it would only take from one side of the belt at a time? That would be a big nerf to the pickup efficiency.
Waste of bytes : P

BrasilianEngineer
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sat Feb 27, 2016 8:11 pm
Contact:

Re: Friday Facts #133 - The train struggle

Post by BrasilianEngineer » Fri Apr 08, 2016 10:32 pm

kovarex wrote:[
Yes, there are few ways to do it, it would probably try to grab things from the belt as long as there are more of the same item already in hand until it reaches the stack size limit.
My suggestion would be to also have a small timeout (probably 1 to 2 seconds) so if the inserter doesn't reach the limit in that time, it goes ahead and moves what it already has.

Neotix
Filter Inserter
Filter Inserter
Posts: 597
Joined: Sat Nov 23, 2013 9:56 pm
Contact:

Re: Friday Facts #133 - The train struggle

Post by Neotix » Fri Apr 08, 2016 10:40 pm

To be honest, vertical and horizontal difference is not an issue and in some cases is part of puzzle. With that we have choice to make longer station with more inserters or shorter that require less space. Don't take away that possibilities.
The main issue is wagons position that don't fit grid and in my opinion that should be fixed.

Post Reply

Return to “News”

Who is online

Users browsing this forum: dzaima, mmmPI, morsk, Omnifarious, pleegwat