Search found 294 matches

by Lubricus
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...
by Lubricus
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
by Lubricus
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.
Image
by Lubricus
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
by Lubricus
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...
by Lubricus
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.
by Lubricus
Fri Sep 13, 2019 7:12 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

Rseding91 wrote:
Fri Sep 13, 2019 7:02 pm
You can already drive trains. Just mouse over the train and press enter.
Thanks didn't know that. I have always been going out from editor mode then driving then back again...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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.
by Lubricus
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...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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.
by Lubricus
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...
by Lubricus
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...
by Lubricus
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...

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