Search found 90 matches
- Tue Oct 22, 2019 7:31 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.69] Repeated update announcements on startup
- Replies: 22
- Views: 6627
Re: [posila] [0.17.69] Repeated update announcements on startup
Please post logs from 0.17.72 if you still have this issue Not sure if you meant me, but here you go anyway. I never bothered to read the log just because the update notification came up even though it shouldn't, but it actually contains relevant info: 4.458 Quitting: user-quit. 4.466 Error SteamCo...
- Fri Oct 18, 2019 5:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.69] Repeated update announcements on startup
- Replies: 22
- Views: 6627
Re: [Wheybags] [0.17.69] Repeated update announcements on startup
Open folder where you Steam client installed (e.g C:\Program Files (x86)\Steam), open userdata subfolder and search for player-data.json in it (it should be in userdata\########\427520\remote\player-data.json) and see what version is saved in that. I assumed you both posted the one from %APPDATA%\F...
- Thu Oct 17, 2019 2:52 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.69] Repeated update announcements on startup
- Replies: 22
- Views: 6627
Re: [Wheybags] [0.17.69] Repeated update announcements on startup
I cannot confirm that .71 magically fixed this - it still happens for me, so please don't close this report until someone finds out why this happens in the first place.
- Thu Oct 03, 2019 2:13 am
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 8746
Re: Circuit network design
So, I'm going to vent for a bit, since this whole topic is starting to make me angry, which is why I'm probably not going to bother reading any further posts depending on how I feel after writing this. And to start off: PSA and TLDR for OPs last post (below some more concrete things): 1. He goes ove...
- Tue Oct 01, 2019 9:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.69] Repeated update announcements on startup
- Replies: 22
- Views: 6627
Re: [Wheybags] [0.17.69] Repeated update announcements on startup
Do you use the [Exit] button in the main menu or Alt+F4 to close the game when you're done playing? I tried the [Exit] button, or the X on the top right (I play in windowed mode) and both retained the issue - it's not 100% consistent however. It pops up for a while and then stops again, only to rea...
- Tue Oct 01, 2019 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 8746
Re: Circuit network design
I'm confident that I've provided enough information for a conversation on development to begin with one of the game's developers. Sorry to say this, but the 0 vs null problem is as old as combinators themselves, and it should be obvious that it has been discussed to death already. You are demanding...
- Tue Oct 01, 2019 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 8746
Re: Circuit network design
You're frustrated that im voicing such strong opinions after having played with Factorio's implementation of logic for only a handful of hours. My sentence disclaiming playtime was not for you, a player, it was for the developers to better contextualize my perspectives. No, I'm talking as a guy wit...
- Tue Oct 01, 2019 3:02 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 8746
Re: Circuit network design
Language exceptions don't add to the joy and meaning of the language, they undercut it. I still fundamentally think that your opinion/ viewpoint is biased due to not knowing things. You noticed that something didn't behave as you expected it too, and then immediately decided that this was bad. Fact...
- Tue Oct 01, 2019 1:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.69] Repeated update announcements on startup
- Replies: 22
- Views: 6627
Re: [Wheybags] [0.17.69] Repeated update announcements on startup
This also happens to me currently, I added the player-data.json as requested
- Tue Oct 01, 2019 7:27 am
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 8746
Re: Circuit network design
You're correct in that Everything != 0 will generate a true result as long as any signal exists. Not quite - [Everything != 0] will always be true, because it will be true in the empty case as well. [Anything != 0] is the one that is true iff there are any signals, and false if there are none. Firs...
- Mon Sep 30, 2019 10:20 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 8746
Re: Circuit network design
because only channels with values are considered on the Any side of things. Small correction: all three wildcards only consider non-zero signals. E.g. [Each + 2 -> Each] in an arithmetic combinator will not magically return all signals with value 2 (even though I sometimes wish it did). [All = 0] r...
- Thu Sep 12, 2019 5:11 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.66] Circuit wires sometimes fail to bridge 9 tiles
- Replies: 11
- Views: 5824
Re: [Twinsen][0.17.66] Circuit wires sometimes fail to bridge 9 tiles
It doesn't really matter how often the distance to point function is called here, and whether you can change the code to make it work with fewer such calls. The real answer is to properly implement a "distance between BoundingBoxes" (or probably squared distance) and use that, since it wil...
- Tue Sep 03, 2019 7:07 am
- Forum: Ideas and Suggestions
- Topic: [0.17.x] --benchmark resulting map-saves
- Replies: 10
- Views: 2827
Re: Add commandline option to save map after running benchmark
Are you aware of the editor and it's time tool? It allows you to specify a tick number and runs the map for exactly that many ticks, which should be sufficient for your use case of priming maps. This has the additional benefit of you actually being ingame and being able to observe that everything ha...
- Sun Sep 01, 2019 8:39 pm
- Forum: Not a bug
- Topic: [0.17.66] Ghost rail planner fails to find direct path
- Replies: 14
- Views: 2394
Re: [0.17.66] Ghost rail planner fails to find direct path
Both screenshots are taken without the cursor moving, the only difference is pressing shift. I always had the feeling that both shift & non-shift versions try to give you a path that preserves the orientation of the rail on where your cursor is, but if that fails they'll fall back to other orie...
- Wed Aug 28, 2019 10:18 pm
- Forum: Ideas and Suggestions
- Topic: [Editor] Wishlist of possible features for the editor
- Replies: 22
- Views: 6361
Re: [Editor] Wishlist of possible features for the editor
Are you accounting for the GUI enhancements made available to mods in the recent 0.17 versions? (I honestly don't know, and any answer is probably illuminating.) I'm completely unfamiliar with those, and also haven't seen any mod use them - but I play mostly unmodded, so there's very likely somethi...
- Wed Aug 28, 2019 1:36 pm
- Forum: Ideas and Suggestions
- Topic: [Editor] Wishlist of possible features for the editor
- Replies: 22
- Views: 6361
Re: [Editor] Wishlist of possible features for the editor
It's hard to tell what''s a reasonable suggestion and what is effectively, "Let's turn Factorio into Microsoft Office 365". What may support your use case may not support everyone else's use case and you may be better served by writing better tools for yourself. I don't get what you're tr...
- Tue Aug 27, 2019 10:41 pm
- Forum: Not a bug
- Topic: [0.17.66] “Copy paste tool” can be set as train or circuit network condition
- Replies: 3
- Views: 1442
Re: [0.17.66] “Copy paste tool” can be set as train or circuit network condition
Please never fix this!
Extra signals are super handy to have when doing circuit network stuff, and we're always happy to get more signals
Extra signals are super handy to have when doing circuit network stuff, and we're always happy to get more signals
- Tue Aug 27, 2019 4:45 pm
- Forum: Ideas and Suggestions
- Topic: [Editor] Wishlist of possible features for the editor
- Replies: 22
- Views: 6361
[Editor] Wishlist of possible features for the editor
As per request, here's a list of editor features that I compiled after talking with the people on the technical factorio discord: Infinity inventory and automatic hand refill The suggestion is to add an infinity chest filter to the main editor inventory, like this: https://i.imgur.com/cSxNOAd.png An...
- Tue Aug 20, 2019 7:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.66] Circuit wires sometimes fail to bridge 9 tiles
- Replies: 11
- Views: 5824
Re: [Twinsen][0.17.66] Circuit wires sometimes fail to bridge 9 tiles
Once stable hits, I'll write up the necessary code to determine the distance between arbitrary boxes. Maybe it'll get used for that then
- Sun Jul 28, 2019 3:47 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 287445
Re: Friday Facts #305 - The Oil Changes
It is my firm belief that restoring some small measure of complexity will placate this gut reaction, while ultimately maintaining the refinery's iconic niche at its introduction: Your whole argument is basically "people are irrationally angry, so let's ignore all reason and do what they want e...