Search found 549 matches

by golfmiketango
Mon Feb 05, 2018 8:05 pm
Forum: Ideas and Suggestions
Topic: Re-use blue print signature
Replies: 12
Views: 3930

Re: Re-use blue print signature

In an ideal world, I kind-of feel like the blueprint setup GUI would have a toggle button that would let us switch between the visual representation and the decoded blueprint json (or whatever that stuff is) text... in theory it might create some kind of game balance problem but in practice that rub...
by golfmiketango
Mon Feb 05, 2018 7:14 pm
Forum: General discussion
Topic: Trains are even more lethal than you thought!
Replies: 19
Views: 8338

Re: Trains are even more lethal than you thought!

Actually, I have always had the feeling the wat trains negociate right angled tracks felt a little too Tron-ish. I know a game is a game, and there is always need of some temporary suspension of disbelief in order to have some fun, I can do with stacks of locomotives in my inventory, but I could do...
by golfmiketango
Mon Feb 05, 2018 11:17 am
Forum: General discussion
Topic: Trains are even more lethal than you thought!
Replies: 19
Views: 8338

Re: Trains are even more lethal than you thought!

I think the way trains whip around corners as if their center of gravity were a mile underground makes perfect sense in factorio. Saying "but it would tear apart your organs" is like saying "putting 100 locomotives in your pocket might rip your pants" -- a ridiculous lie meant to...
by golfmiketango
Mon Feb 05, 2018 6:44 am
Forum: Ideas and Suggestions
Topic: Allow Inserters to take fuel from trains again
Replies: 50
Views: 12547

Re: Allow Inserters to take fuel from trains again

+1 -- it's silly that we can't automate an upgrade from trees to coal or whatever. I was quite surprised to find it didn't work anymore, was there a reason it was removed?
by golfmiketango
Mon Feb 05, 2018 5:54 am
Forum: Modding help
Topic: Blueprint setup hacking:bp-entity-list ordering:bug? pebcak?
Replies: 0
Views: 488

Blueprint setup hacking:bp-entity-list ordering:bug? pebcak?

I have been totally stuck on my mod for a bit because I couldn't figure out why rails could not go into blueprints with my modded entities added. More accurately, the rails did go in, but at deployment time, the rails would simply disappear as if they'd never been there in the first place. For ages ...
by golfmiketango
Sun Feb 04, 2018 9:57 am
Forum: Ideas and Suggestions
Topic: make 'mode of operation' more clear in GUI
Replies: 4
Views: 1250

Re: make 'mode of operation' more clear in GUI

I like Nexela's idea that the "tabs" that open up those submenus could be color coded to provide a hint when something noteworthy is going on inside them. Can't say I 100% love the "tabs" thing but a screen full of radio boxes and clutter could get pretty annoying/intimidating an...
by golfmiketango
Sun Feb 04, 2018 12:17 am
Forum: Resolved Problems and Bugs
Topic: Offshore pump placement kinda wierd still
Replies: 2
Views: 1231

Offshore pump placement kinda wierd still

PumpingIron.png
PumpingIron.png (300.43 KiB) Viewed 1231 times
IIRC there was something complicated going on recently about pumps and hitboxes and terrain tile transitions so maybe there's lower hanging and juicier fruit out there but I figured I'd point it out anyhow.

Put another way: TOTALLY UNPLAYABLE :)
by golfmiketango
Sat Feb 03, 2018 10:59 pm
Forum: Ideas and Suggestions
Topic: Artillery cannon refinements
Replies: 0
Views: 356

Artillery cannon refinements

Two simple ideas to share:
  • Shift-right-mouse-click Artillery Cannon and paste onto Requester Chest for a few Artillery Shells
  • Weapons-free entity-gui checkbox added to Artillery Cannon to make exclusive use via remote-control possible.
by golfmiketango
Sat Feb 03, 2018 7:56 pm
Forum: Resolved Problems and Bugs
Topic: [FIXED] Trying again: requesters break if you check the box?
Replies: 2
Views: 1158

Re: Trying again: requesters break if you check the box?

Kovarex did following change for 0.16.21 - Requesters requesting from buffer chests (which includes player) have higher priority than other requesters. So, let us know if it is still problem when 0.16.21 is released. Well spotted. I loaded up my save above in 0.16.22 and, sho 'nuff, the requestor i...
by golfmiketango
Fri Feb 02, 2018 10:58 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 79422

Re: Friday Facts #228 - High resolution turrets

Lots of fermions flying around in this week's FFF :lol: Just wanted to mention that the "cosmic ray" hypothesis can sort of be ruled out, if you have a statistically respectable number of save corruption reports coming from MP games hosted in the cloud, where obviously ECC memory is much m...
by golfmiketango
Fri Feb 02, 2018 10:35 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 57269

Re: So... Let's talk about bots, and how to fix them properly...

if something is a better fit for most situations, use it, no big deal I think your problem definition neglects an important fact: belts and trains are a lot of fun. So the problem is not that robots are boring on their own, rather that they are more efficient than other solutions that are more fun....
by golfmiketango
Fri Feb 02, 2018 3:58 am
Forum: General discussion
Topic: Just Too Easy...
Replies: 12
Views: 6373

Re: Just Too Easy...

I don't understand - is this somehow about the "bots vs belts" discussion, or is there something else I am not getting? Even though it probably is a joke, I would like this one explained... Pretty much yeah. Non-obvious from the picture, but what this illustrates is: blueprints in a robot...
by golfmiketango
Thu Feb 01, 2018 6:41 pm
Forum: Gameplay Help
Topic: Do biters only attack pollution?
Replies: 4
Views: 4565

Re: Do biters only attack pollution?

Well, they will eventually expand (a group of biters forms near a base, moves to a random nearby location, and sets up a new base) into your area. Then they'll notice they moved in next to pollution, get all NIMBY on you, and attack. But other than that yes. No pollution hitting them and no getting...
by golfmiketango
Thu Feb 01, 2018 6:32 pm
Forum: Logistic Train Network
Topic: Loading/Delieverling too much...
Replies: 6
Views: 3656

Re: Loading/Delieverling too much...

Ghosted wrote:These are all vanilla topics that I believe I already know. My questions is specific to the LTN mod.
Ah, my derp, I kinda completely missed that part, sorry for the noise.
by golfmiketango
Thu Feb 01, 2018 12:05 pm
Forum: General discussion
Topic: Just Too Easy...
Replies: 12
Views: 6373

Just Too Easy...

Somebody should fix this, it's like taking sprockets from a flying frame, or...
Like Taking Kernel Pointers From an Embedded Operating System
Like Taking Kernel Pointers From an Embedded Operating System
LikeTakingKernelPointersFromAnEmbeddedSystem.png (8.1 MiB) Viewed 6373 times
(lest you think I'm not kidding: five minutes after this photo, my 12GW+ base lost power).
by golfmiketango
Thu Feb 01, 2018 2:42 am
Forum: Logistic Train Network
Topic: Loading/Delieverling too much...
Replies: 6
Views: 3656

Re: Loading/Delieverling too much...

This is "One of Those Things that is Hard in Factorio." It's hard because: Trains have no connection to the logistic network. They will stop and wait until whatever condition you set but nowhere can you set "until you have this list of things" Stack inserters, and even regular in...
by golfmiketango
Thu Jan 25, 2018 9:19 pm
Forum: Pending
Topic: [0.16.19] Crash on: "Convert atlas 8192x8168 to: compressed"
Replies: 5
Views: 2034

Re: [0.16.19] Crash on: "Convert atlas 8192x8168 to: compressed"

Looks like you crashed in userland ati driver code or something wierd like that. Is it repeatable? Maybe try rebooting, and then disabling your antivirus' real-time protection?
by golfmiketango
Thu Jan 25, 2018 9:10 pm
Forum: Modding help
Topic: mp atomicity advice?
Replies: 11
Views: 1961

Re: mp atomicity advice?

Groovy, thanks for the free science packs guys!
by golfmiketango
Thu Jan 25, 2018 6:14 pm
Forum: Modding help
Topic: mp atomicity advice?
Replies: 11
Views: 1961

Re: mp atomicity advice?

OK, so, by whatever magical method, my mod's event-driven code effectively has a global lock on all shared game state including the global global? For example, if player 1 and player 2 both press a GUI button to transfer all of their money to the other player at tick t, at tick t+1 one player will a...
by golfmiketango
Thu Jan 25, 2018 4:11 pm
Forum: Modding help
Topic: mp atomicity advice?
Replies: 11
Views: 1961

Re: mp atomicity advice?

Yes, I know. I'm shooting for, "won't cause a desync in multiplayer," not "can't trample another mod's data". Also, to be clear, I know all about the dining philosophers and all that stuff.... it's an API concurrency question, not a "how do I do concurrent programming correc...

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