Search found 250 matches

by Nidan
Sun Sep 15, 2024 3:16 pm
Forum: Modding interface requests
Topic: Across-save data transfer
Replies: 3
Views: 168

Re: Across-save data transfer

Generally this is difficult due to factorios deterministic nature. In multiplayer game, map, mods and startup settings have to be identical for all players. As consequence, the easier methods of passing data around are simply not available. (While a mod can for example write files to the script-outp...
by Nidan
Wed Sep 04, 2024 11:52 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31690

Re: Friday Facts #409 - Diminishing beacons

*pout* But I want my beacon with 1000000 speed modules. That table will be huge and the noise function just a sqrt(). :lol: What counts is the number of beacons, not the number of modules inside these beacons. ---------- Which value gets used if you manage to put more beacons around an assembler th...
by Nidan
Tue Sep 03, 2024 9:52 pm
Forum: Gameplay Help
Topic: Lots of bots just sitting idly.
Replies: 6
Views: 501

Re: Lots of bots just sitting idly.

_galen_ wrote: ↑
Tue Sep 03, 2024 4:09 pm
and the absolute absence of any notice otherwise
Except that the tooltip says "Robot recharge rate: 4Γ—1.0 MW"
mmmPI wrote: ↑
Tue Sep 03, 2024 8:25 pm
They're probably referring their other thread
by Nidan
Mon Aug 19, 2024 12:37 pm
Forum: Combinator Creations
Topic: Checking multiple conditions
Replies: 4
Views: 347

Re: Checking multiple conditions

If you set the output of the deciders to the same signal you can omit the arithmetic combinator, the circuit network will add the outputs for free. With 2.0, which is just two month away, a single decider will be able to test multiple conditions at once, similar to what wait conditions in a train's ...
by Nidan
Fri Jul 26, 2024 5:21 pm
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 19263

Re: Friday Facts #421 - Optimizations 2.0

I hope that the Energy Net Code at least handles quantity of individual Networks a bit less laggy. I once had a few hundred networks going on when removing Solar Fields from my Base, and it somehow lagged a LOT more than when those power poles were connected. They did not even have any Batteries or...
by Nidan
Thu Jul 25, 2024 12:42 am
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 164
Views: 37599

Re: Friday Facts #418 - Space Age release date

The 'DLC' isn't a stand alone game at $35 though right? Anyone who becomes interested based on these features would have to buy both titles together for $70? Such a person should, in my opinion, first try the demo, then the base game and only then consider the expansion. would they than need to suc...
by Nidan
Tue Jul 09, 2024 10:56 am
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 26
Views: 1897

Re: Limit the number of a direct dependencies per mod

If you read about https://mods.factorio.com/mod/sparkletrons-terraformers-final you see why these other mods are needed. Apparently they can be used to improve performance of other mods! :) :idea: Do we prefer a handful of these mods and people depending on the ones already existing, or do we reall...
by Nidan
Tue Jul 02, 2024 12:54 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 63829

Re: Friday Facts #377 - New new rails

The track seemed to be offset by half it's width without a way to make them line up. I had to stare at it a while before I realized I was just looking at overlapping parallel tracks at 30 degrees. The same thing exists at 60 degrees, and at 45 degrees they're right up against each other, not quite ...
by Nidan
Fri Jun 28, 2024 11:02 am
Forum: Energy Production
Topic: Nuclear Power Plant from the future
Replies: 105
Views: 7204

Re: Nuclear Power Plant from the future

Now i'm not sure where i could use the tank=> pump to my advantage in the setup, I think you mean instead of the large array of water tank, then a tiny pipe, then a pump, to allow the water to go to heat exchangers, i could have not used a pump at all between offshores pumps and heat exchangers ? (...
by Nidan
Sat Jun 22, 2024 9:05 pm
Forum: Gameplay Help
Topic: Is this 8 belt balancer efficient?
Replies: 9
Views: 1217

Re: Is this 8 belt balancer efficient?

That's two 4 belt balancers side by side.
by Nidan
Thu Jun 13, 2024 9:00 pm
Forum: Implemented Suggestions
Topic: Quality of items in Factorio 2.0
Replies: 15
Views: 1921

Re: Quality of items in Factorio 2.0

In addition to what Koub said, Quality will be its own mod, so you won't even be able to have quality modules if you disable it. I believe it's a required dependency of Space Age. All three expansion mods can be toggled independent of each other, best source I can find is this, but I believe there ...
by Nidan
Thu Jun 13, 2024 5:57 pm
Forum: Implemented Suggestions
Topic: Quality of items in Factorio 2.0
Replies: 15
Views: 1921

Re: Quality of items in Factorio 2.0

In addition to what Koub said, Quality will be its own mod, so you won't even be able to have quality modules if you disable it.
by Nidan
Wed May 15, 2024 7:40 pm
Forum: Modding interface requests
Topic: Remove all simple forms of properties that are defined in table and simple form
Replies: 11
Views: 1075

Re: Remove all simple forms of properties that are defined in table and simple form

The tracking of which mod changed which prototype seems to be very reliable, so that could be used to figure out what may need normalization. But instead of each data:extend I'd do it after each individual data/data-updates/data-final-fixes.lua is done. The problem is not that the game has to handl...
by Nidan
Wed May 15, 2024 12:58 pm
Forum: Modding interface requests
Topic: Remove all simple forms of properties that are defined in table and simple form
Replies: 11
Views: 1075

Re: Remove all simple forms of properties that are defined in table and simple form

A less breaking version of this would be to normalize in data:extend(), so you can initially set either version but when reading you always get the array version. That would probably be more implementation work though. You could do that with a mod. But also dealing with direct assignment will be co...
by Nidan
Mon May 13, 2024 7:11 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31690

Re: Friday Facts #409 - Diminishing beacons

dominis wrote: ↑
Mon May 13, 2024 1:00 am
Is a 1/sqrt(n) lookup table faster than doing the computation directly? Maybe if Lua I guess.
Yes. Only the most simple functions will break even or be faster than a predictable memory load. But more importantly, having it as a table makes it trivially modable.
by Nidan
Mon May 13, 2024 6:54 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Code-Convention for circuit networks
Replies: 13
Views: 2713

Re: Code-Convention for circuit networks

mmmPI wrote: ↑
Mon May 13, 2024 5:57 am
I went throught my "pair wise operation" book, which is the one you published plus some of the wonky addition i made but i don't have something similar.
You're on the right track there. Is your copy older than the latest burst of conversation in that thread?
by Nidan
Sun May 12, 2024 8:15 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Code-Convention for circuit networks
Replies: 13
Views: 2713

Re: Code-Convention for circuit networks

if I read your post right, you forbid connecting inputs with only other inputs, same with outputs. However, you can see this being done in blueprints to correctly join the overall inputs and outputs; possibly even with both colors to designate that the input or output can take either wire color. I ...
by Nidan
Sun May 12, 2024 6:28 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Code-Convention for circuit networks
Replies: 13
Views: 2713

Re: Code-Convention for circuit networks

I have reassembled this, it should have been obvious in retrospect that without any constant combinators or instruction for attaching the blueprint to something else, it can do a whole range of things, from nothing at all if you just look at it, to any of the individual operation if you attach rand...
by Nidan
Sun May 12, 2024 4:13 pm
Forum: Modding interface requests
Topic: Collision masks for whole surfaces OR collision mask of hidden tiles
Replies: 3
Views: 443

Re: Collision masks for whole surfaces OR collision mask of hidden tiles

You can take a look at how Space Exploration solved this, which, I believe, is done via collisions on ground tiles. Space-only building collide with all natural ground tiles, land-only buildings collide with the space platform tile. Obviously, this wont help you in case some ground tiles are used on...
by Nidan
Thu May 09, 2024 8:36 pm
Forum: General discussion
Topic: Railway stations – Hell for a perfectionist
Replies: 17
Views: 2184

Re: Railway stations – Hell for a perfectionist

Space the stations in such a way that an odd number of rolling stock fits in between. Then they'll line up in both directions.

Your pictured 1-4 is six rolling stock long after accounting for the locomotive going the opposite direction. Try e.g. a 1-3 or 1-5 setup instead.

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