Search found 251 matches
- Thu Feb 29, 2024 1:49 pm
- Forum: Modding interface requests
- Topic: Enable removal or hiding of shield equipment and active defense equipment
- Replies: 2
- Views: 392
Re: Enable removal or hiding of shield equipment and active defense equipment
Are you aware of the no base mod? It should help you figuring out the minimal properties you need.
- Fri Feb 23, 2024 2:08 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 331
- Views: 63339
Re: Friday Facts #384 - Combinators 2.0
I've recenently managed to design almost-fully-functinoal vector to vector divisor. It has some flaws (i.e., it likes off-by-one errors due to calcuations precision), but it generally works for larger numbers. How it works: Divide a very big constant by a denominator Use vector multiplication to mu...
- Fri Feb 09, 2024 7:22 pm
- Forum: Ideas and Suggestions
- Topic: \data\core\backers.json file
- Replies: 16
- Views: 4649
Re: \data\core\backers.json file
When you grab the file from Github, you should take the version that matches your currently installed version of factorio, not the newest one. This change from 3 weeks ago is likely giving you trouble. If everything else fails, you can always head to the factorio website and download the whole game ...
- Fri Feb 09, 2024 7:02 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 24893
Re: Friday Facts #397 - Factoriopedia
Looks normal to me, foundry (tech) unlocks foundry (recipe) which creates foundry (item) which places foundry (entity). In 1.1, techs that only unlock a single thing also tend to follow this pattern. You're right about the naming, but as far as I've seen in the FFF, the corresponding research packa...
- Fri Feb 09, 2024 3:18 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 24893
Re: Friday Facts #397 - Factoriopedia
And I noticed something else about the unlocked by in the screenshots. The Foundry is unlocked by itself. Have I misunderstood something or is this a mistake? Looks normal to me, foundry (tech) unlocks foundry (recipe) which creates foundry (item) which places foundry (entity). In 1.1, techs that o...
- Mon Feb 05, 2024 2:24 am
- Forum: Gameplay Help
- Topic: Why doesn't my train run
- Replies: 3
- Views: 694
Re: Why doesn't my train run
You don't need signals as long as there's only one train. Once you add signals, track that is supposed to be used in both directions always needs them in pairs; having an unpaired signal makes that section of track one way, and if you happen to have unpaired signals on both sides of the track no aut...
- Fri Feb 02, 2024 1:47 pm
- Forum: Technical Help
- Topic: [1.1.101] GPU Performance issues
- Replies: 28
- Views: 2299
Re: [1.1.101] GPU Performance issues
short answer: factorio tries to use multithreading whenever possible. For details, see the FFF blog posts; optimizations, including parallelization, are a recurring topic there. The ideas and suggestions section in this forum also has its share of great multithreading ideas(tm) and why they won't wo...
- Sun Jan 28, 2024 10:50 pm
- Forum: Gameplay Help
- Topic: blueprint copy paste history
- Replies: 3
- Views: 639
Re: blueprint copy paste history
Already possible, default keybind is Shift + Mouse Wheel. In the controls settings it's called Next/Previous Clipboard under the Tools section.
- Sat Jan 13, 2024 5:37 am
- Forum: Modding help
- Topic: Help dividing entity stats based on existing entity stats
- Replies: 9
- Views: 956
Re: Help dividing entity stats based on existing entity stats
Assignment is "=", not "==". See the Lua 5.2 manual.
- Sat Dec 30, 2023 4:09 am
- Forum: Gameplay Help
- Topic: Is a train junction parallel multiplexer possible?
- Replies: 7
- Views: 1235
Re: Is a train junction parallel multiplexer possible?
Thanks, guys. I think I get it now. Maybe, maybe not… I should have a LOT more space in between my wait area and my drop off area, and then build something like sparr's 4-to-6 mux junction (but perhaps scale it up to 20-to-10 or something). Not necessarily. Depending on how many trains go to each s...
- Mon Dec 25, 2023 3:36 am
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 5880
Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
It is moddableRanakastrasz wrote: ↑Sun Dec 24, 2023 10:35 pmI would be absolutely shocked if the limit of 300% is not itself moddable.
FFF 375 wrote:This is also why we created an overall machine limit on productivity to be +300% (modifiable by mods if needed)
- Thu Dec 21, 2023 2:58 am
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 33009
- Wed Nov 22, 2023 5:58 pm
- Forum: Modding help
- Topic: mod communicating with the outside world
- Replies: 7
- Views: 1174
Re: mod communicating with the outside world
isn't it a major security issue to be able to run arbitrary code from a remote device ? What you can do via rcon is the same as what any mod and any player with access to /c can do; you're still constrained by the limits of the modding API. And since the server owner has to explicitly enable rcon v...
- Fri Nov 17, 2023 4:47 am
- Forum: Combinator Creations
- Topic: Extend pulse for S seconds
- Replies: 3
- Views: 5518
Re: Extend pulse for S seconds
A decider combinator with:thegroundbelowme wrote: ↑Thu Nov 16, 2023 9:48 pmI know what "each < N" means, but I'm fairly baffled by "each < N => 1 each"
Condition: each < N
=>
Output: each 1
- Sun Nov 12, 2023 7:48 am
- Forum: General discussion
- Topic: Combiner 2.0 Feedback
- Replies: 3
- Views: 936
Re: Combiner 2.0 Feedback
TLDR: Please add "Cargo Wagon Capacity" to the selector and maybe even "Steel Chest Capacity" [...] Add option for chests to output a signal for empty space or missing items from chest. I'd put free/used/total slots into the circuit settings for containers (and train stops). Hav...
- Sun Nov 12, 2023 7:04 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 331
- Views: 63339
Re: Friday Facts #384 - Combinators 2.0
Some time ago I was thinking about how to enumerate all non-zero signals in a circuit. I thought that I didn’t have enough knowledge about combinators, but it turned out that this is now almost impossible. But at least it will be like this until version 2.0 I'm curious what you mean by "enumer...
- Sat Nov 11, 2023 5:38 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 331
- Views: 63339
Re: Friday Facts #384 - Combinators 2.0
[...] The second thing I'd like most is the ability to select certain properties from red or green only.. stuff like everything * everything would be a lot more useful if you could say "red everything * green everything". YES. Vector operations, would perform out := green <OP> red for eac...
- Sat Nov 11, 2023 4:27 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 173
- Views: 38968
Re: Friday Facts #383 - Super force building
You misunderstand. It's not a 1-tile chokepoint, it's a landfill being placed every other tile like [L W L W L W L]. This is walkable by the player, but impassable for biters. You don't need a single gun to defend it. It's been many months since I've played, perhaps they've corrected this? It's eve...
- Sat Nov 11, 2023 3:59 am
- Forum: Implemented in 2.0
- Topic: MAX/MIN functions
- Replies: 3
- Views: 1006
Re: MAX/MIN functions
The same I've run across a need to find easily (read: not turn into a cluster of combinators) to cap values at the bottom and top. [S]=6; If [S] > 5 Then [S]=5 Else [S]=[S] [S]=1; If [S] < 2 Then [S]=2 Else [S]=[S] You can cap values on one side with one deciders, one arithmetic and two ticks; two ...
- Fri Nov 10, 2023 10:50 am
- Forum: Technical Help
- Topic: [1.0.0] Error InterruptibleStdioStream.cpp:61: Got EOF on stdin; closing
- Replies: 4
- Views: 2227
Re: [1.0.0] Error InterruptibleStdioStream.cpp:61: Got EOF on stdin; closing
Unless told otherwise systemd passes /dev/null as stdin, any attempt to read from it will result in an immediate EOF. Since as far as I know factorio doesn't actually read from its stdin, this "error" can be ignored.