while this is technically true, that doesn't mean there's an efficient algorithm for using only 4 colors. it's much easier to throw more colors at the problemledow wrote:4-colour theorem says that you should only need four different (hopefully harmonising) colours to display any such rail-markers.
Search found 117 matches
- Fri Jul 07, 2017 9:33 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 73473
Re: Friday Facts #198 - Rail segment visualisation
- Sun May 14, 2017 9:11 pm
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 60761
Re: Loader Poll - Trying to get an idea of what the opinions are
At a guess? zero. Too much work to do on new features and bugs.Omarflyjoemacky wrote: I wonder how many of the staff still fight for loaders and how many fight against.
- Sun May 14, 2017 7:05 am
- Forum: General discussion
- Topic: Youtube videos of rail-focused gameplays?
- Replies: 5
- Views: 2667
Re: Youtube videos of rail-focused gameplays?
search for "Xterminator" in youtube and then any video where he mentions "with ColonelWill" in the description or title. or look for ColonelWill on twitch. Lots of rail fun (and not just from Xterminator getting killed by trains all the time) - I particularly enjoyed the series w...
- Fri May 12, 2017 6:40 pm
- Forum: News
- Topic: Friday Facts #190 - The quiet days
- Replies: 68
- Views: 40543
Re: Friday Facts #190 - The quiet days
The main issue was that while it looked different in the pipes, when you read the contents of a storage tank, it would tell the circuit network that it contains water. Additionally the circuit network had no signal to represent steam, so easily settings conditions for managing nuclear power setups ...
- Fri May 12, 2017 11:22 am
- Forum: Releases
- Topic: Version 0.15.10
- Replies: 90
- Views: 57055
Re: Version 0.15.10
Ultimately, changing hot water into steam was an easier solution than trying to make the game report and properly handle a minimum temperature, and change the display of what fluid was required in a bi-state fluid. But the latter would have been more general because mods could require hot (insert f...
- Sun Apr 02, 2017 12:33 am
- Forum: General discussion
- Topic: Factorio Release Cycle
- Replies: 22
- Views: 9062
Re: Factorio Release Cycle
May I ask what game? :) Sorry if my post was misleading I am not a games developer, the software my team develops is an internal application that is not publicly available. Does your software need as many art assets as Factorio? Does it need to be "moddable" by the community? How many dif...
- Mon Dec 19, 2016 2:57 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 71131
Re: Friday Facts #169 - Combat revisit 2
I've seen a lot of replies on here evaluating turret creep in light of current-patch offensive options, but the majority of the article was about how they buffed most of those options. So a comparison of creep to tanks, or rockets, or whatever may be premature.
- Sat Dec 17, 2016 11:15 am
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 71131
Re: Friday Facts #169 - Combat revisit 2
Just a couple thoughts, probably useless: * You could nerf the stack size of turrets in inventory (as opposed to in boxes). If you had to devote a slot to every turret... * You could require radar coverage to make turrets work at their full range. Around your base this is no problem, but it might sl...
- Mon Dec 12, 2016 1:55 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 82268
Re: Friday Facts #168 - Nightvision Nightmare
The problem with your comparison examples is they are arguing against features already present in the game and the fundamental core mechanics of what the game is. My argument is against NEW things being added that negate downsides or disadvantages. The game is unfinished. No feature is frozen. And ...
- Sat Dec 10, 2016 10:22 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 82268
Re: Friday Facts #168 - Nightvision Nightmare
I can see the point about things needing to have a downside or cost, but should that downside really be something that makes the game look horrible? Their cost is that they take power to run from your suit It sounds like what you want is for them to completely negate nighttime altogether and have n...
- Sat Dec 10, 2016 8:22 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 82268
Re: Friday Facts #168 - Nightvision Nightmare
The character can see 360 degrees and through walls and thick forest, and has technology centuries ahead of ours.
"realistic" (based on our current primitive technology) night vision shouldn't even be a consideration, just what is best for the game.
"realistic" (based on our current primitive technology) night vision shouldn't even be a consideration, just what is best for the game.
- Sat Dec 10, 2016 3:24 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 82268
Re: Friday Facts #168 - Nightvision Nightmare
The reason I don't use night vision is because in reality night vision goggles are like a little headwear, but in the game, they're bigger than shield generators. They kick on way too early and stay on way too late, so if you have a well-lit base, it looks terrible 2/3ds of the time instead of 1/3d ...
- Mon Jun 27, 2016 6:03 am
- Forum: News
- Topic: Friday Facts #144 - The gfx report
- Replies: 99
- Views: 54532
Re: Friday Facts #144 - The gfx report
I really thought is was Friday today omg. It would be great in future to release updates on Friday so that people have whole weekend to enjoy it. developers, on the other hand, prefer to release on Monday or Tuesday so they have the whole work week to deal with emergency bugs, instead of having to ...
- Sat Jun 25, 2016 6:59 am
- Forum: Balancing
- Topic: pollution regarding stone brick/concrete
- Replies: 4
- Views: 3358
Re: pollution regarding stone brick/concrete
or maybe it does, but since their offensive capability is nil, you can't tellBlakeMW wrote:but it doesn't make them mad
- Wed Jun 22, 2016 7:15 am
- Forum: Ideas and Suggestions
- Topic: Expand Circuit Network's "Each"
- Replies: 12
- Views: 5212
Re: Expand Circuit Network's "Each"
Arguably, because real-world vector addition is defined thus: [ a1, a2, a3, ... , an ] + [ b1, b2, b3, ... , bn ] = [ a1 + b1, a2 + b2, a3 + b3, ... , an + bn ], DemiPixel's suggestion is much more "logical." It's also more consistent, because at present, you can only get the one "Eac...
- Wed Jun 22, 2016 6:52 am
- Forum: Ideas and Suggestions
- Topic: Expand Circuit Network's "Each"
- Replies: 12
- Views: 5212
Re: Expand Circuit Network's "Each"
3-1+3-3+3-5 is each-each calculation for B signal. 3-1-3-5 is each-everything calculation for B signal. You can't just change the basic logic of signals because it will become illogical. There is no present Each-Each feature - so the "basic logic" of Each-Each is not defined yet . DemiPix...
- Wed Jun 22, 2016 5:42 am
- Forum: Ideas and Suggestions
- Topic: Expand Circuit Network's "Each"
- Replies: 12
- Views: 5212
Re: Expand Circuit Network's "Each"
That depends on what is implemented (if anything). There is no right or wrong answer at the moment.Neotix wrote:Wrong.
- Mon Jun 20, 2016 8:54 am
- Forum: Modding discussion
- Topic: Mod Compatibilty for 0.13
- Replies: 53
- Views: 14229
Re: Mod Compatibilty for 0.13
0.13.0 IS the pre-release version for modders to use to update their mods, as well as for other issues to sort out.
Despite the hype train, those of us on 'stable only' release schedule won't actually see 0.13 for probably at least a month.
Despite the hype train, those of us on 'stable only' release schedule won't actually see 0.13 for probably at least a month.
- Mon Jun 20, 2016 6:36 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 129035
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
don't even need this mod to rotate them - blueprints can be rotated by default (just hit R while holding it, before you place it)
there's a separate mod for mirroring blueprints: viewtopic.php?f=92&t=23106
there's a separate mod for mirroring blueprints: viewtopic.php?f=92&t=23106
- Sun Jun 19, 2016 3:12 pm
- Forum: Ideas and Suggestions
- Topic: The Electric network infoscreen is counter-intuitive
- Replies: 52
- Views: 29089
Re: The Electric network infoscreen is counter-intuitive
Your electric producers *only produce how much they need to meet demand* - so the numbers are always the same as long as you have excess production capacity... and if you have insufficient production capacity, the numbers are the same because the production is maximized, so now things aren't getting...