Search found 53 matches

by Mengmoshu
Mon Sep 05, 2016 10:42 pm
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 45349

Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental

I don't know if it's possible to have the Personal Roboport get different stats when equipped to a vehicle. However, I think it is already possible with mods to exclude the Personal Roboport from vehicles, and have a second kind of portable Roboport for vehicles that is excluded from player armor.
by Mengmoshu
Sun Sep 04, 2016 9:10 pm
Forum: News
Topic: Friday facts #154 - Challenge us
Replies: 61
Views: 30366

Re: Friday facts #154 - Challenge us

As long as the high res graphics are optional (I don't have that much v-ram) I'm not really concerned about them. If games like Skyrim are any indication though there is a pretty large portion of the gaming community that is addicted to pixels and better "HD" support in Factorio will make ...
by Mengmoshu
Sun Sep 04, 2016 9:00 pm
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 45349

Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental

Yeah, late game rail building can be pretty time consuming. As someone who generally only plays one vanilla game per major version I've usually got FARL. So really what I'd like to see is FARL in the vanilla game, though the devs are likely to put their own spin on things like they did with the auto...
by Mengmoshu
Sun Sep 04, 2016 8:36 pm
Forum: Ideas and Suggestions
Topic: Rail signals should act the same to auto and manual trains
Replies: 31
Views: 10056

Re: Rail signals should act the same to auto and manual trains

Developer time is always a good point to consider. Especially with an indie game approaching its 1.0. I hadn't even considered color blindness when I was thinking about how to make manual driving safer. I'm not color blind, but zoomed out far enough to see where I'm going I can't spot the little dot...
by Mengmoshu
Sun Sep 04, 2016 3:18 am
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 45349

Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental

Have you done any rail building from 0.13 onward? It seems pretty good to me, and integrates nicely with construction robots. And if you're talking about building outposts from vehicles then you should be using blueprints for at least some of it. If you're using a mod that enables the equipment grid...
by Mengmoshu
Fri Sep 02, 2016 10:20 pm
Forum: Ideas and Suggestions
Topic: Rail signals should act the same to auto and manual trains
Replies: 31
Views: 10056

Re: Rail signals should act the same to auto and manual trains

A third rail dedicated to manually driven trains always seems like a huge waste of resources and space to me, as well as probably complicating junctions.

Can either of you (Ssilk or Deadly-bagle) explain why my idea shouldn't be used?
by Mengmoshu
Thu Sep 01, 2016 11:13 pm
Forum: Ideas and Suggestions
Topic: Rail signals should act the same to auto and manual trains
Replies: 31
Views: 10056

Re: Rail signals should act the same to auto and manual trains

I think Ssilk and Deadly-bagel are trying to solve a fun-da-mentally (why was this word censored?) different problem than I am. Zion Fox's initial post in this thread was much more about improving manual driving than providing an easier way to get the player from point A to point B in the rail netwo...
by Mengmoshu
Wed Aug 31, 2016 6:54 pm
Forum: Ideas and Suggestions
Topic: Rail signals should act the same to auto and manual trains
Replies: 31
Views: 10056

Re: Rail signals should act the same to auto and manual trains

I still think that making manual trains reserve blocks based on speed and acceleration is a must. Otherwise it won't be practical to drive anywhere close to full speed. The impact on congestion is a pretty reasonable tradeoff, and I'm fairly sure there are a lot of cases where it would actually impr...
by Mengmoshu
Mon Aug 29, 2016 4:29 am
Forum: Ideas and Suggestions
Topic: Rail signals should act the same to auto and manual trains
Replies: 31
Views: 10056

Re: Rail signals should act the same to auto and manual trains

The problem with just giving the player more information is that it doesn't actually make "manual" driving any safer. It can be really hard to know when you need to start braking to avoid other trains. Right now driving a train manually around a busy rail network either results in damaged/...
by Mengmoshu
Mon Aug 29, 2016 4:00 am
Forum: Implemented mod requests
Topic: Mod "Setting"/"Config" Interface
Replies: 24
Views: 13414

Re: Mod "Setting"/"Config" Interface

I've been craving this since I started using mods. Everything Bob and Rseding have said so far sounds great too. I personally don't think it is a good idea for mods to be reaching into each others' settings willy nilly, though read-only does sound safe enough and handy. Remote interfaces have the be...
by Mengmoshu
Sat Aug 27, 2016 9:50 pm
Forum: Ideas and Suggestions
Topic: Rail signals should act the same to auto and manual trains
Replies: 31
Views: 10056

Re: Rail signals should act the same to auto and manual trains

I don't see why manually driven trains couldn't just reserve all exits of a switch. I also wouldn't mind some way to have my manual train obey signals the way auto trains do. Maybe even require pressing/holding a hotkey to get the signal ignoring behavior we have now. Though which one is the default...
by Mengmoshu
Sat Aug 27, 2016 6:14 pm
Forum: Mods
Topic: [MOD 0.12.x] SmallFixes 0.1.22
Replies: 24
Views: 30972

Re: [MOD 0.12.x] SmallFixes 0.1.22

We all should make a concerted effort to convince Wube that we need a proper mod config system As Soon As Possible. I'm sure there must be a proposal somewhere. I guess I should try to find it?
by Mengmoshu
Thu Aug 18, 2016 3:11 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 104314

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Just a thought inspired by the ASCII idea, if Nixie Tubes are going to have special responses to particular virtual signals, then it might be a good idea to add custom virtual signals specifically for those options.
by Mengmoshu
Tue Aug 09, 2016 7:55 pm
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 36623

Re: Friday Facts #150 - New Terrain Experiments

It's kinda subtle, but the different terrain tiles already affect movement speed for vehicles and the player. Personally I'm a bit leery of resources that can only be found in specific biomes. Unless the resources are late-game, or somehow optional they have a good chance of making a game unfinishab...
by Mengmoshu
Sun Jun 05, 2016 2:15 am
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 80930

Re: Friday Facts #141 - Mod Portal

Not all mods have clean safe updates. So if you're subscribed to a mod and there's something wrong with they way it handles being updated it can hose your save. It also means that you have to deal with updates constantly instead of in groups when there are enough improved mods to justify the work of...
by Mengmoshu
Sat Jun 04, 2016 6:19 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 80930

Re: Friday Facts #141 - Mod Portal

To anybody complaining about the Wube/Kovarex bug fixing cycle: Everything I've read about large software projects says that leaving known bugs to be fixed later is dangerous. Each bug is a piece of technical debt and with so many unpaid testers there is a lot of re-reporting of known bugs. The way ...
by Mengmoshu
Sat Jun 04, 2016 2:08 am
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 80930

Re: Friday Facts #141 - Mod Portal

I think any complexity added to the review system needs to be carefully considered. I don't think a multi-dimensional review system will help much, it would just spread the same problems to each of it's dimensions. Doing something like Steam recently did with their review system sounds awesome, espe...
by Mengmoshu
Sat Apr 16, 2016 7:07 pm
Forum: News
Topic: Friday Facts #134 - Signal placement indicator
Replies: 68
Views: 37328

Re: Friday Facts #134 - Signal placement indicator

I like the new "hand holding" features for rails even though I've mostly learned to manage already. It is a good thing to make Factorio more approachable, and to do it sooner rather than later. But... Since Factorio is about creative solutions for a lot of players there probably shouldn't ...
by Mengmoshu
Sun Apr 10, 2016 4:29 pm
Forum: Modding help
Topic: Desync when teleporing ore entities
Replies: 2
Views: 1073

Re: Desync when teleporing ore entities

Ah. You're right that I don't understand event handlers, I'll have to study up on them. I put them where they're at in a fit of awkward bug hunting, and I only understood them well enough to borrow them from the mod I was using for reference (Item Collectors). Do I just move them outside any other c...
by Mengmoshu
Sun Apr 10, 2016 3:34 am
Forum: Modding help
Topic: Desync when teleporing ore entities
Replies: 2
Views: 1073

Desync when teleporing ore entities

My (attached) mod works fine in single player, it moves the ore where I expect it to when I expect it to. When I fire up a 2 player game with a friend the ore only moves on my screen regardless of who placed my machine, and eventually we desync, usually after interacting with moved ore or the place ...

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