Search found 436 matches
- Sat Nov 25, 2023 4:30 pm
- Forum: Questions, reviews and ratings
- Topic: Readout Item requested/missing in Bot network
- Replies: 1
- Views: 104
Re: Readout Item requested/missing in Bot network
Without mods (if at all), you can't read the items requested by a requester chest, but if you set the requests in a constant combinator wired to the chest and configure the chest circuit connection to "Set requests", you can also read the requests from the constant combinator. You can read...
- Tue Nov 21, 2023 12:01 pm
- Forum: Ideas and Suggestions
- Topic: Add a logic latch as a default with Combinators 2.0
- Replies: 6
- Views: 360
Re: Add a logic latch as a default with Combinators 2.0
The 2.0 decider combinator has added functionality for combining multiple conditions. So you add 2 conditions, one for checking the lower threshold, and the other for checking the upper threshold, and combine them with AND. Since conditions can additionally be combined with OR, complex conditions a...
- Thu Nov 09, 2023 9:10 am
- Forum: Ideas and Suggestions
- Topic: Radar Research
- Replies: 1
- Views: 173
Re: Radar Research
Radar scan speed can already be increased with more radars and unlike a global increase, this can be targeted. An infinite technology might become a performance problem. I don't think technologies (infinite or not) to increase scan speed would add much to the game. With the expansion, visibility ran...
- Sun Nov 05, 2023 1:46 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 34
- Views: 2063
Re: Nuclear reactor strange power production: bug?
I haven't looked at the save but, assuming sufficient heat exchangers and turbines, fluid rates being too high are nearly always the root cause of problems with nuclear power setups, especially "it works differently when I rotate it". The weirdness with Satisfaction in Electric network inf...
- Fri Nov 03, 2023 9:15 am
- Forum: Off topic
- Topic: New generation of (chatgpt(?) bots
- Replies: 6
- Views: 506
Re: New generation of (chatgpt(?) bots
Sorry for the spambots I may have let through, I will try to step up my bot detection game. Maybe it's because I'm not a native English speaker, I have to admit they are far from obvious to me so far. I am a native English speaker: the examples in this thread are not obvious to me either and there ...
- Thu Nov 02, 2023 11:04 pm
- Forum: Off topic
- Topic: New generation of (chatgpt(?) bots
- Replies: 6
- Views: 506
Re: New generation of (chatgpt(?) bots
I wonder what the new anti-spam has to be, to detect these, they are almost undetectable even by humans. I also wonder what the endgame is, upping the post count until they can spam links? There was one I reported recently which (from boskid's comment about hidden links) was similar to those you qu...
- Wed Oct 25, 2023 9:21 am
- Forum: Duplicates
- Topic: [1.1.91] Train station is not "released" when removed from schedule
- Replies: 2
- Views: 213
Re: [1.1.91] Train station is not "released" when removed from schedule
1) Have a station with Train Limit set to 1 2) Have two (or more) trains which have this station as destination 3) Make sure one train starts moving towards it, so this station becomes "full" 4) During this movement, remove this destination from train schedule so it stops Related: 104381 ...
- Fri Oct 13, 2023 2:42 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1631
- Views: 442173
Re: Simple Questions and Short Answers
Is there a compact way to siphon evenly from both lanes, so that it doesn't back up one half of the belt? Note your example can be made more compact by placing the underground directly after the splitter. An input-balanced lane balancer like https://forums.factorio.com/viewtopic.php?p=215565#p21556...
- Sun Oct 01, 2023 3:49 pm
- Forum: Ideas and Suggestions
- Topic: Flare Stack (Vanilla)
- Replies: 12
- Views: 1752
Re: Flare Stack (Vanilla)
There are only two ways in vanilla to have extra petroleum, 1) lubricant for blue belts, 2) burning light oil (as solid fuel) for smelting/power without an option to fall back on petroleum gas. There are many ways to end up with extra petroleum gas or similar, but almost all can be solved by design...
- Fri Sep 29, 2023 1:38 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 335
- Views: 59734
Re: Friday Facts #378 - Trains on another level
Well, this neatly sidesteps the issue of needing to redo rail blueprints due to the rail curve changes. Unless for some reason you don't buy the expansion.
A generally applicable sentiment, I think... but have the FFF peaked too early?
- Mon Sep 25, 2023 10:33 am
- Forum: Not a bug
- Topic: [1.1.91] Locomotive tooltip should say acceleration force instead of power
- Replies: 3
- Views: 373
Re: [1.1.91] Locomotive tooltip should say acceleration force instead of power
I get it, "power" is an objectively superior word to "force", but it'd be inaccurate to use it here. Either change it to force or change the train simulation to actually use power. "Acceleration power" is a questionable name, I think what it is actually telling you is ...
- Fri Sep 22, 2023 2:31 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 203
- Views: 32991
Re: Friday Facts #374 - Smarter robots
Can I ask, why use a spiral search pattern? I assume because the spiral returns an approximation of the closest target by default. It should also run faster because it doesn't need a queue. More precisely: a spiral only checks a given location after checking all nearer locations. Since the search c...
- Sat Sep 16, 2023 3:05 pm
- Forum: General discussion
- Topic: Quality Poll
- Replies: 22
- Views: 1528
Re: Quality Poll
Normal -> Normal Uncommon -> Scarce Rare -> Radiant Epic -> Pristine Legendary -> Superior "Scarce" is basically just a synonym of rare; "radiant" seems a fantasy term; "pristine" means unused. Overall I think these are even worse than the originals, which to me feel o...
- Thu Sep 14, 2023 3:36 pm
- Forum: Technical Help
- Topic: IP address conflicting with itself when making a headless server
- Replies: 4
- Views: 286
Re: IP address conflicting with itself when making a headless server
i have set up my router to allow port forwarding with the port 31497. Did you mean 3 41 97? If i do not specify a an IP to --bind to it shows conflicting IP adresses where the first part of the IP is identical but the port is different (like in the image) and if i do specify a port using --bind it ...
- Tue Sep 12, 2023 9:27 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 203
- Views: 32991
- Tue Sep 12, 2023 12:35 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 203
- Views: 32991
Re: Friday Facts #374 - Smarter robots
Since you've already established the rail network, there's a nice solution to your problem: The Supply Train . [...] Thus, each station can support up to 40 item types per cargo wagon, and you can have more wagons if needed. You can only load up to 24 (with long-handed inserters) or 12 (with only s...
- Tue Sep 12, 2023 1:54 am
- Forum: Energy Production
- Topic: Is nuclear power really bad for megabases?
- Replies: 38
- Views: 12372
Re: Is nuclear power really bad for megabases?
As far as I see it, there are other pieces of a factory that have much bigger impact on UPS than the nuclear power plant, so dealing with these seems more promising. This is an (important IMO) implication of my earlier conclusion. UPS will definitely start to drop at a lower SPM if you scale up pow...
- Sun Sep 10, 2023 2:00 pm
- Forum: Technical Help
- Topic: Built computer with highest CPU cache available and game still stutters
- Replies: 17
- Views: 2999
Re: Built computer with highest CPU cache available and game still stutters
The simplest fix for this problem, I think, is just to plop down prints where the outgoing stations are disabled or have a limit of zero. You can do this manually as you described but it can also be automated. For example, If there is nothing to pick up, there is little point having a train limit g...
- Fri Sep 08, 2023 1:04 pm
- Forum: General discussion
- Topic: Efficient Robot Routing in Factorio
- Replies: 5
- Views: 478
Re: Efficient Robot Routing in Factorio
The ability to recalculate routes in parallel with other update activity does not necessarily mean there is no impact on UPS, even assuming sufficient cores are available. Apart from memory-hierarchy-related effects, some updates will obviously depend on recalculation being complete. I agree. The p...
- Fri Sep 08, 2023 10:46 am
- Forum: General discussion
- Topic: Efficient Robot Routing in Factorio
- Replies: 5
- Views: 478
Re: Efficient Robot Routing in Factorio
Some initial thoughts: Precomputed routes obviously avoid pathfinding cost but a trivial routing table as described in your paper would grow in size with the square of roboports, which seems likely to be impractical. This growth can probably be significantly improved upon but this is likely to incre...