Search found 209 matches

by Nidan
Fri Feb 09, 2024 7:22 pm
Forum: Ideas and Suggestions
Topic: \data\core\backers.json file
Replies: 16
Views: 3743

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 ...
by Nidan
Fri Feb 09, 2024 7:02 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 115
Views: 13639

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...
by Nidan
Fri Feb 09, 2024 3:18 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 115
Views: 13639

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...
by Nidan
Mon Feb 05, 2024 2:24 am
Forum: Gameplay Help
Topic: Why doesn't my train run
Replies: 3
Views: 290

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...
by Nidan
Fri Feb 02, 2024 1:47 pm
Forum: Technical Help
Topic: [1.1.101] GPU Performance issues
Replies: 28
Views: 789

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...
by Nidan
Sun Jan 28, 2024 10:50 pm
Forum: Gameplay Help
Topic: blueprint copy paste history
Replies: 3
Views: 204

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.
by Nidan
Sat Dec 30, 2023 4:09 am
Forum: Gameplay Help
Topic: Is a train junction parallel multiplexer possible?
Replies: 7
Views: 593

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...
by Nidan
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: 21
Views: 1866

Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced

Ranakastrasz wrote:
Sun Dec 24, 2023 10:35 pm
I would be absolutely shocked if the limit of 300% is not itself moddable.
It is moddable
FFF 375 wrote:This is also why we created an overall machine limit on productivity to be +300% (modifiable by mods if needed)
by Nidan
Thu Dec 21, 2023 2:58 am
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 148
Views: 21557

Re: Friday Facts #388 - Smaller things for 2.0

Locane wrote:
Wed Dec 20, 2023 9:56 pm
Why not just make underground belts made with "track drag" try to use maximum distance by default? It would circumvent most of the use cases this feature is trying to solve I think.
Underground belts and pipes already work like that.
by Nidan
Wed Nov 22, 2023 5:58 pm
Forum: Modding help
Topic: mod communicating with the outside world
Replies: 7
Views: 635

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...
by Nidan
Fri Nov 17, 2023 4:47 am
Forum: Combinator Creations
Topic: Extend pulse for S seconds
Replies: 3
Views: 4637

Re: Extend pulse for S seconds

thegroundbelowme wrote:
Thu Nov 16, 2023 9:48 pm
I know what "each < N" means, but I'm fairly baffled by "each < N => 1 each"
A decider combinator with:
Condition: each < N
=>
Output: each 1
by Nidan
Sun Nov 12, 2023 7:48 am
Forum: General discussion
Topic: Combiner 2.0 Feedback
Replies: 3
Views: 595

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...
by Nidan
Sun Nov 12, 2023 7:04 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 300
Views: 37333

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...
by Nidan
Sat Nov 11, 2023 5:38 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 300
Views: 37333

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...
by Nidan
Sat Nov 11, 2023 4:27 am
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 171
Views: 26312

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...
by Nidan
Sat Nov 11, 2023 3:59 am
Forum: Implemented in 2.0
Topic: MAX/MIN functions
Replies: 3
Views: 484

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 ...
by Nidan
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: 1572

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.
by Nidan
Mon Oct 23, 2023 6:18 pm
Forum: General discussion
Topic: Lua or something else?
Replies: 31
Views: 7762

Re: Lua or something else?

I'm shocked that Factorio wasn't built in C for performance reasons. It's written in C++. Only the modding API uses Lua. I really can't fault Wube for choosing Lua, [...]. Same. Out of the languages I'm aware of only Lua has the ability to easily restrict and replace parts of it's standard library,...
by Nidan
Mon Oct 23, 2023 8:44 am
Forum: Outdated/Not implemented
Topic: Multiplayer and plugins without login in the game
Replies: 7
Views: 691

Re: Multiplayer and plugins without login in the game

If a user would like to host local server to play with friends without accessing Factorio network, then login should not be required. This is possible, but you have to disable user verification on the server. Similiar thing goes for accessing any plugins. I don't see any meaning in need to login in...

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