Search found 18 matches

by Oscar
Sat Sep 30, 2023 1:11 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 106395

Re: Friday Facts #378 - Trains on another level

Love this update! Just curious, is there a reason why there are no diagonal ramps? its not geometrics, since the shapes are already there. Is it aesthatics or something else? Additionally, in terms of graphic design, I very much like the rail ramp and rail support structure (heavy, sturdy, and indus...
by Oscar
Sat Sep 09, 2023 9:13 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 197508

Re: Friday Facts #375 - Quality

Much has been said in this forum, here just my 2 cents. First I do like the idea of having quality as an advanced feature in the game. Implementation-wise I do think it can be much improved. At the same time I do reckon that it is hard to really know how this system will play out without full knowle...
by Oscar
Fri Jan 29, 2021 11:26 pm
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 39221

Re: Friday Facts #364 - 1.1 stable

oh great devs, now I can't sleep for another week!

what have you got in store for us next Friday? such a torment :P
by Oscar
Wed Dec 09, 2020 8:54 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 148124

Re: Version 1.1.0

absolutely love everything that is added in this update! thank you devs so much the wonderful job! one little remark though: is it possible to reduce the size of and may be also add bit of polish to the arrows that now appear when you hoover over the warning signs? IMHO at the moment they still look...
by Oscar
Sat Oct 10, 2020 10:27 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 92021

Re: Friday Facts #361 - Train stop limit, Tips and tricks

just as I had given up hope to see another FFF, there it is. Wow thanks Wube. Factorio continues to go strong.

Now the million dollar question: are you guys working on an expansion? :)
by Oscar
Mon Aug 17, 2020 7:50 pm
Forum: Ideas and Suggestions
Topic: Combinator scalability and maintainability
Replies: 18
Views: 5773

Re: Combinator scalability and maintainability

There is another discussion on a similar topic, could offer some interesting options that will solve at least some of the problems stated: viewtopic.php?f=6&t=79407

especially this mod which was mentioned in there: https://mods.factorio.com/mod/fcpu
by Oscar
Mon Aug 17, 2020 8:25 am
Forum: Ideas and Suggestions
Topic: tech tree to remember last selection
Replies: 4
Views: 1715

Re: tech tree to remember last selection

I don’t think so. It might be better to select last tech researched instead. You can also press control f to search techs by name or what they unlock. Preferences clearly differ from person to person (as it should ;)). Therefore devs could offer this as an interface option, like: "default tech...
by Oscar
Sun Aug 16, 2020 9:38 am
Forum: Ideas and Suggestions
Topic: tech tree to remember last selection
Replies: 4
Views: 1715

tech tree to remember last selection

First off, not sure if this topic has been around before, so apologies if it has. Don't you feel it is convenient for the in-game tech tree page to remember the last tech you've viewed? I find myself very often going back and forth to see the techs I wanted to research next, and it quickly becomes v...
by Oscar
Fri Aug 14, 2020 2:22 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 118364

Re: Friday Facts #360 - 1.0 is here!

Congratulations to my favorite game studio with this incredible milestone! Can't wait to see what your next project will be, but I'm sure it will be an equally amazing ride as this one! For now please enjoy your well-deserved holidays! Also it is nice to see the kind words people have put up for the...
by Oscar
Fri Aug 07, 2020 1:26 pm
Forum: Releases
Topic: Version 0.18.44
Replies: 3
Views: 7159

Re: Version 0.18.44

the .44 update solved the crash I reported earlier in .43. the game no longer freezes upon loading a save. thanks guys!
by Oscar
Thu Aug 06, 2020 11:55 pm
Forum: Duplicates
Topic: [0.18.43] Crash loading save: "position != removedPrototypes.end() && *position was not true"
Replies: 6
Views: 2057

[0.18.43] Crash loading save: "position != removedPrototypes.end() && *position was not true"

Just updated to 0.18.43 and game crashed upon loading latest save. Attached are the game save file and log. No mods installed.

btw thanks for the hard work, your game really rocks!
by Oscar
Wed Jul 29, 2020 5:56 pm
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 19822

Re: Version 0.18.37

very nice! I have been looking forward to this one for a very long time!

one remark: copy icon for blue prints is using the letter "C", wouldn't it be much better visually to just use the "usual" copy icon, like two sheets of paper one in front and one in the back?
by Oscar
Fri Jun 12, 2020 1:25 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 83217

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I'm going to add my own two bits of opinion: I also think that the beacon tower is too spikey. the GSM-tower-like design sounds like a cool idea the modules shown on the beacon are fantastic, but there definitely should be a toggle in settings to enable or disable the Alt-mode overlay. you say it's...
by Oscar
Sat May 30, 2020 11:06 am
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 60657

Re: Friday Facts #348 - The final GUI update

First of all ready well done icons. Thank you guys so much. You are truly the best bunch of games developers out there. Wish there were many more like you! Really looking forward to 1.0 and the DLCs that will follow. Please let me buy some DLCs in the not so distant future to further support you guy...
by Oscar
Sat Mar 21, 2020 1:26 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 101478

Re: Friday Facts #339 - Beacon HR + Redesign process

Despite the cool animations, don't like the redesign for lot of reasons already mentioned by so many other people: 1) Shape and overall "organic" feel of the building is completely out of line compared to all other buildings. IMHO the steampunk theme with rugged and rusty industrial and me...
by Oscar
Sat Mar 14, 2020 9:16 pm
Forum: Gameplay Help
Topic: integer overflow
Replies: 8
Views: 2796

Re: integer overflow

I see now where the problem is. I was printing the answer for 2147483647^2 in R, and it gave 4611686014132420608 (I was using: sprintf("%.10f",2147483647^2)). With full precision, the answer is indeed 4611686014132420609 and hence the return value zero. Many thanks for all the quality answ...
by Oscar
Sat Mar 14, 2020 8:25 pm
Forum: Gameplay Help
Topic: integer overflow
Replies: 8
Views: 2796

Re: integer overflow

at least one case of this was fixed in .18 where mining drills would return a huge negative number when they overflow the 32bit space. I don't think the situation I illustrated is because of a bug. This overflow mechanism is intentional. For instance adding 1 to 2,147,483,647 will give you -2,147,4...
by Oscar
Sat Mar 14, 2020 6:35 pm
Forum: Gameplay Help
Topic: integer overflow
Replies: 8
Views: 2796

integer overflow

Hi all, For a while I thought I understood how integer overflow works inside combinators (see this old discussion: https://forums.factorio.com/viewtopic.php?t=20118). But then I started running into outcomes I couldn't fully explain. For instance, while I fully understand why 2,147,483,647 * 2 = -2,...

Go to advanced search