Friday Facts #138 wrote:Requester chest's requested items can be set automatically from the circuit network.
Friday Facts #140 - Soon
Re: Friday Facts #140 - Soon
- brunzenstein
- Smart Inserter
- Posts: 1091
- Joined: Tue Mar 01, 2016 2:27 pm
- Contact:
Re: Friday Facts #140 - Soon
The robust circuit enhancement is what many folks waited for!
And what distinguishes Factorio from the rest of the pack
And what distinguishes Factorio from the rest of the pack
-
- Filter Inserter
- Posts: 402
- Joined: Fri May 23, 2014 8:54 am
- Contact:
Re: Friday Facts #140 - Soon
Wow, 0.13 is sounding awesome. Can't wait to get back into factorio.
Wonder what this could be? Maybe electric locos? liquid wagon? I am excited!kovarex wrote:that there is little bit more than a new graphics and you will like it
Re: Friday Facts #140 - Soon
In reality, I don't think fire generally has shadow... And they may add shadows to other objects.SWSe wrote:Great, thanks for this post.
Also, it's nice how the flames are casting shadows
But they might be the shadows of something burning.
-
- Inserter
- Posts: 28
- Joined: Sun Mar 06, 2016 7:09 am
- Contact:
Re: Friday Facts #140 - Soon
I love the new circuit changes coming I'm so excited.
all aboard the 0.13 Hype train (which is also getting reworked). Toot toot.
all aboard the 0.13 Hype train (which is also getting reworked). Toot toot.
-
- Filter Inserter
- Posts: 549
- Joined: Fri Jan 29, 2016 2:48 am
- Contact:
Re: Friday Facts #140 - Soon
Sweet, thanks for pointing that out DaveMcW!DaveMcW wrote:Friday Facts #138 wrote:Requester chest's requested items can be set automatically from the circuit network.
Re: Friday Facts #140 - Soon
Seconded.sekanz wrote:Where did the caution textures come from that are shown in the example expansion base under the smart inserters/chests? Is this something new as well or is that a mod?
Re: Friday Facts #140 - Soon
They look like they come from the Color Coding mod viewtopic.php?f=93&t=13907
-
- Inserter
- Posts: 33
- Joined: Sat Aug 08, 2015 12:37 am
- Contact:
Re: Friday Facts #140 - Soon
Thank you for the .13 release date goal. Even if you are a little late of your stated goal, it is much better than having no idea when it will be! I'm really looking forward to the update soon!
Re: Friday Facts #140 - Soon
In real life fire have two luminescent components. One is gas molecules in excited electronic states after formation. This is typically relatively weak component and bluish in color for normal fuels ans oxidizers, for example hydrocarbons in air. It can be seen in hydrogen, propane or acetylene (with oxygen) flames. These gases are transparent and do not cast shadow. However, there may be fluctuations in refraction because density variations in turbulently flowing gas.
Other component is incandescent carbon particles. They glow in red to yellow colors. They are opaque and cast dark shadows. That yellowish light is typically dominant component in wood flames or incompletely burning liquid hydrocarbons, like flamethrower flame. When these particles cool down they form visible dark smoke.
Flame also emits light and correct lighting is too slow to calculate and unnecessary in game. But shadow of flames can be clearly seen in sunny days. It is not clearly wrong to draw shadow. I personally do not care this kind of graphical details and hope that they are programmed so that they use as little computer's and programmer's resources as possible. It seems that flamethrower is pretentious toy with no practical use in military operations if enemies sensitivity to fire is not increased by an order of magnitude or more. At least in showed video flame thrower has practically no health effect to large biters. They would have killed player after couple of seconds and fire did not kill any of them. And that was not a large swarm.
Other component is incandescent carbon particles. They glow in red to yellow colors. They are opaque and cast dark shadows. That yellowish light is typically dominant component in wood flames or incompletely burning liquid hydrocarbons, like flamethrower flame. When these particles cool down they form visible dark smoke.
Flame also emits light and correct lighting is too slow to calculate and unnecessary in game. But shadow of flames can be clearly seen in sunny days. It is not clearly wrong to draw shadow. I personally do not care this kind of graphical details and hope that they are programmed so that they use as little computer's and programmer's resources as possible. It seems that flamethrower is pretentious toy with no practical use in military operations if enemies sensitivity to fire is not increased by an order of magnitude or more. At least in showed video flame thrower has practically no health effect to large biters. They would have killed player after couple of seconds and fire did not kill any of them. And that was not a large swarm.
Re: Friday Facts #140 - Soon
guys,
IMHO it would have added a lot of tactical depth if the natives actually tried to avoid fire, rather than running through it dumbly. just my 2 cents.
but as i see the development process of the game, features like this are part of the bigger todo of making the fight against the AI more challenging and nonlinear. tactically and strategically. i believe, that this is a todo on your list anyways.
additions to the circuit network look great. keep up the great work!
IMHO it would have added a lot of tactical depth if the natives actually tried to avoid fire, rather than running through it dumbly. just my 2 cents.
but as i see the development process of the game, features like this are part of the bigger todo of making the fight against the AI more challenging and nonlinear. tactically and strategically. i believe, that this is a todo on your list anyways.
additions to the circuit network look great. keep up the great work!
- brunzenstein
- Smart Inserter
- Posts: 1091
- Joined: Tue Mar 01, 2016 2:27 pm
- Contact:
Re: Friday Facts #140 - Soon
Thanks for hammering the 20$ price for Factorio in granite
This ist the right way to go if you have a outstanding product and want to stay well ahead of the rest of the pack.
I'm also selling a high class product to all Europe and a "sale" for my product that would swallow me with money would ruin my fame in medium & long term irrevocably and hurt my business interests.
Well done!
This ist the right way to go if you have a outstanding product and want to stay well ahead of the rest of the pack.
I'm also selling a high class product to all Europe and a "sale" for my product that would swallow me with money would ruin my fame in medium & long term irrevocably and hurt my business interests.
Well done!
Re: Friday Facts #140 - Soon
So is there a way to get the needed items in the logistic network?
Because that would allow for in-time crafting of missing building materials
Because that would allow for in-time crafting of missing building materials
TODO List:
1. Build a von Neumann Probe Factory
2. Build a AI wich controls the factory
3. Send it all into space and watch as planets get eaten by it
4. PROFIT
1. Build a von Neumann Probe Factory
2. Build a AI wich controls the factory
3. Send it all into space and watch as planets get eaten by it
4. PROFIT
- brunzenstein
- Smart Inserter
- Posts: 1091
- Joined: Tue Mar 01, 2016 2:27 pm
- Contact:
Re: Friday Facts #140 - Soon
Requester / provider chests just do that...RepairMan wrote:So is there a way to get the needed items in the logistic network?
Because that would allow for in-time crafting of missing building materials
Re: Friday Facts #140 - Soon
Just wondering, with the upcomming change to logistics, will it be possible, to toggle a provider-chest form active to passive ? Or from provider to "just smart" ?
That way you could wait for a certain stacksize, before your drones pick the stuff up.
That way you could wait for a certain stacksize, before your drones pick the stuff up.
Re: Friday Facts #140 - Soon
You can already do that with smart chest, provider chest, smart inserter and some combinators. Hopefully, with new changes this system will become less cumbersome.nobodx wrote:That way you could wait for a certain stacksize, before your drones pick the stuff up.
-
- Manual Inserter
- Posts: 1
- Joined: Sat May 28, 2016 11:24 am
- Contact:
Re: Friday Facts #140 - Soon
I love it!
Re: Friday Facts #140 - Soon
you need combinators for that ?MiiNiPaa wrote:You can already do that with smart chest, provider chest, smart inserter and some combinators. Hopefully, with new changes this system will become less cumbersome.nobodx wrote:That way you could wait for a certain stacksize, before your drones pick the stuff up.
I'd teach the smart-inserter to transfer stuff from the smart to the provider chest, once there is more than the current stack-size.
But with the upcomming changes to insertes, the smart inserters would move each item one by one, and the drones would pick up each item (unless there arent enough drones avaible)
Re: Friday Facts #140 - Soon
Not sure if this is a misunderstanding, i mean the items that are missing for a placed down blueprintbrunzenstein wrote:Requester / provider chests just do that...RepairMan wrote:So is there a way to get the needed items in the logistic network?
Because that would allow for in-time crafting of missing building materials
TODO List:
1. Build a von Neumann Probe Factory
2. Build a AI wich controls the factory
3. Send it all into space and watch as planets get eaten by it
4. PROFIT
1. Build a von Neumann Probe Factory
2. Build a AI wich controls the factory
3. Send it all into space and watch as planets get eaten by it
4. PROFIT
Re: Friday Facts #140 - Soon
Ah, now I get it. I was thinking about something like "if amount of items less than 50, fill until 100". Heavy insertes might help there, because IIRC they won't move until they grab a whole stack. But they lack a filtering capability, which might be needed.nobodx wrote:with the upcomming changes to insertes, the smart inserters would move each item one by one, and the drones would pick up each item
Last edited by MiiNiPaa on Sat May 28, 2016 12:04 pm, edited 1 time in total.