Search found 294 matches
- Fri Oct 18, 2019 1:35 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 33212
Re: Friday Facts #317 - New pathfinding algorithm
Amazing that you guys is able to improve the old A* algoritm for your case. Realistically biters don't have a prefect knowledge of the terrain and wouldn't always take the shortest path. I would have get lost and meandering around until i find the right way, and I assume I am smarter than a biter. S...
- Fri Oct 11, 2019 4:19 pm
- Forum: News
- Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
- Replies: 65
- Views: 30945
Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
oh no I wan't gears and stuff as entities in Factorio that would be glorious
- Sat Oct 05, 2019 7:10 am
- Forum: Ideas and Suggestions
- Topic: Train to train loading --> bigger chests (1x2)
- Replies: 20
- Views: 5568
Re: Train to train loading --> bigger chests (1x2)
There is always more and better ways to solve it with the tools we already have.
- Fri Oct 04, 2019 12:26 pm
- Forum: Ideas and Suggestions
- Topic: "Settings paste" should do modules as well
- Replies: 1
- Views: 826
Re: "Settings paste" should do modules as well
Agree that should be the case. I would recommend to use the copy paste module mod until it's implemented in vanilla.
https://mods.factorio.com/mod/copy-and-paste-modules
https://mods.factorio.com/mod/copy-and-paste-modules
- Wed Oct 02, 2019 10:20 am
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 47579
Re: Friday Facts #314 - 0.17 stable
The problem with removing stuff that made the game good when trying to improve it has to do that the Developer don't understand what is the attraction of the game. Computer games is so diverse and can have totally different stuff that makes them good/interesting/engaging/fun... I think Wube always h...
- Wed Sep 25, 2019 3:59 pm
- Forum: Pending
- Topic: [kovarex] 0.17.69 locomotives fail to conect
- Replies: 1
- Views: 1240
[kovarex] 0.17.69 locomotives fail to conect
Minor bug.
When stamping down a blueprint in the editor. Locomotives standing in a curve, fork? fail to connect and two locomotives is running around without the cargo wagons.
The blueprint https://pastebin.com/3U1ygsDm
The train was OK when i made the BP.
When stamping down a blueprint in the editor. Locomotives standing in a curve, fork? fail to connect and two locomotives is running around without the cargo wagons.
The blueprint https://pastebin.com/3U1ygsDm
The train was OK when i made the BP.
- Fri Sep 13, 2019 7:12 pm
- Forum: Ideas and Suggestions
- Topic: [Editor] Wishlist of possible features for the editor
- Replies: 22
- Views: 6320
- Fri Sep 13, 2019 5:32 pm
- Forum: Ideas and Suggestions
- Topic: [Editor] Wishlist of possible features for the editor
- Replies: 22
- Views: 6320
Re: [Editor] Wishlist of possible features for the editor
1. The undo function creates ghosts. In editor mode it should do an instant build. This is the case when you undo and deconstruction. 2. I also would like and infinity cargo wagon for easy testing and benchmarking builds 3. I also would like a quick button for Benchmarking 4. I would like to have pr...
- Fri Sep 13, 2019 4:21 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 65099
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
About fluid mixing. Inputs on assembler and chem plants have never mixed fluids so they should not set fluid filter or hinder building pipes around them. For the new fluid algoritm I must say I am not a big fan. Real pipes is usually filled with fluids and is not half empty as in factorio. The facto...
- Thu Sep 12, 2019 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Rocket launch shouldn't be able to destroy science
- Replies: 24
- Views: 5656
Re: Rocket launch shouldn't be able to destroy science
I don't see the need: After start output space science to a (provider) chest with a stack inserter. Now automate inserter: input the satelite to rocket only, if there are less than x space science in storage (logistic network or circuits depends on your taste). Automation completed. It's not a prob...
- Thu Sep 12, 2019 9:25 am
- Forum: Gameplay Help
- Topic: Undo in the editor. Bug?
- Replies: 0
- Views: 720
Undo in the editor. Bug?
If you are in the editor mode and do the following steps.
1. deconstruct something
2. press the undo button.
You get an ghost. I would prefer that we got it instantly built again as most other stuff in the editor.
1. deconstruct something
2. press the undo button.
You get an ghost. I would prefer that we got it instantly built again as most other stuff in the editor.
- Wed Aug 21, 2019 9:34 pm
- Forum: Ideas and Suggestions
- Topic: Train station priority!
- Replies: 20
- Views: 7929
Re: Train station priority!
It's not that hard to achieve an priority system in vanilla. 1. Name the station the same. 2. Wire up train-signals. Trainsignals set to red by wires ad an cost to the trains pathfinding algoritm. Note that trains only re-path in certain conditions, that makes it hard to make several trains path to...
- Tue Aug 20, 2019 12:02 pm
- Forum: Duplicates
- Topic: [0.17.66]Deactivated inserters dumps stuff in hand into trains
- Replies: 3
- Views: 1254
Re: [0.17.66]Deactivated inserters dumps stuff in hand into trains
I think it's needed for easy clocking of inserters...
- Tue Aug 20, 2019 11:55 am
- Forum: Duplicates
- Topic: [0.17.66]Deactivated inserters dumps stuff in hand into trains
- Replies: 3
- Views: 1254
[0.17.66]Deactivated inserters dumps stuff in hand into trains
I don't know if it's a bug or feature. Deactivated stack inserters dump the items they are holding in the hand in parked trains. That is a problem in my train Green circuits build. The build deactivate the stack filter inserters that output green circuits when there is no parked train for picking th...
- Sun Aug 18, 2019 6:58 pm
- Forum: Ideas and Suggestions
- Topic: Send train to station ID using combinator signal
- Replies: 3
- Views: 3698
Re: Send train to station ID using combinator signal
Agree something like that should be in the base game.
- Sat Aug 17, 2019 12:57 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated logistic routes with drones between chests and independent logistic networks with drones (mail drones)
- Replies: 6
- Views: 1619
Re: Dedicated logistic routes with drones between chests and independent logistic networks with drones (mail drones)
I don't think logistic bots needs a buff. It's good that they have limitations and drawbacks.
- Sat Aug 17, 2019 10:26 am
- Forum: Ideas and Suggestions
- Topic: Implement priority signals for trains
- Replies: 38
- Views: 10795
Re: Implement priority signals for trains
I think it rarely will help anything. You can't solve to little throughput with priorities. Timing trains at intersections could help throughput, I don't see how priorities can? I assumed it was to make a "fast long distance" pair of lines in the center of a 4-line track, and then dedicat...
- Sat Aug 17, 2019 8:37 am
- Forum: Ideas and Suggestions
- Topic: Implement priority signals for trains
- Replies: 38
- Views: 10795
Re: Implement priority signals for trains
I think it rarely will help anything. You can't solve to little throughput with priorities. Timing trains at intersections could help throughput, I don't see how priorities can? I assumed it was to make a "fast long distance" pair of lines in the center of a 4-line track, and then dedicat...
- Fri Aug 16, 2019 4:01 pm
- Forum: Ideas and Suggestions
- Topic: Implement priority signals for trains
- Replies: 38
- Views: 10795
Re: Implement priority signals for trains
I think it rarely will help anything. You can't solve to little throughput with priorities. Timing trains at intersections could help throughput, I don't see how priorities can? I know you are an more experienced and smarter Factorio player than me so I could have missed something. Is throughput dec...
- Thu Aug 15, 2019 5:46 pm
- Forum: Ideas and Suggestions
- Topic: Map mode showing radar coverage AND radar positions
- Replies: 4
- Views: 1450
Re: Map mode showing radar coverage AND radar positions
That would be nice