Search found 318 matches
- Thu Jun 19, 2025 11:49 am
- Forum: Technical Help
- Topic: Non-blocking saves?
- Replies: 14
- Views: 4400
Re: Non-blocking saves?
No, that article talks about copy on write for copying files, i.e. instead of actually copying the file, both old and new are set up to share the same data on disk. What factorio needs is a way of duplicating its process without having to also duplicate all the memory associated to it.
- Tue Jun 10, 2025 2:13 pm
- Forum: Duplicates
- Topic: 2.0.55 - Force unload (0/0 setting) doesnt respect force unload location
- Replies: 6
- Views: 469
Re: 2.0.55 - Force unload (0/0 setting) doesnt respect force unload location
You could turn things around and instead request barrels on Nauvis' landing pad.
- Sun Jun 08, 2025 12:35 pm
- Forum: Not a bug
- Topic: [2.0.55] Heavy oil output per second estimation of coal liquefaction is incorrect when using productivity
- Replies: 2
- Views: 439
Re: [2.0.55] Heavy oil output per second estimation of coal liquefaction is incorrect when using productivity
The productivity bonus only applies to 65 heavy oil (90 output - 25 input). When you take this catalyst into account, the numbers will match:
90 Heavy Oil/Craft / 5 second/Craft * 0.55 craft speed * (1 + 0.3 prod bonus * (90-25)/90 output without catalyst) = 12.045 Heavy Oil/second
Not a Bug.
90 Heavy Oil/Craft / 5 second/Craft * 0.55 craft speed * (1 + 0.3 prod bonus * (90-25)/90 output without catalyst) = 12.045 Heavy Oil/second
Not a Bug.
- Fri Jun 06, 2025 2:06 am
- Forum: Gameplay Help
- Topic: Need your help to optimize a buffer zone
- Replies: 15
- Views: 1036
Re: Need your help to optimize a buffer zone
Does a combined madzuri loader & unloader suffice? If not, why?
- Thu Jun 05, 2025 10:56 pm
- Forum: Duplicates
- Topic: [Kovarex] [2.0.52] parameter formulas produce erroneous results in parameterized blueprints
- Replies: 3
- Views: 700
Re: [Kovarex] [2.0.52] parameter formulas produce erroneous results in parameterized blueprints
Not a Bug
The kind of blueprint I'm making is a very common one in various guides online, youtube videos, etc. I've made these before in my previous playthroughs. I put a machine down with P0 as recipe and P0 on the storage chest, then requester chest asks for 1 coal, 2 copper, 3 iron etc, then I ...
The kind of blueprint I'm making is a very common one in various guides online, youtube videos, etc. I've made these before in my previous playthroughs. I put a machine down with P0 as recipe and P0 on the storage chest, then requester chest asks for 1 coal, 2 copper, 3 iron etc, then I ...
- Sat May 31, 2025 1:08 pm
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 2342
Re: Random Number on Selector Combinator
Then there is a "tempering matrice" applied, to this 3rd number, this i recognized as the 3 operations similar to the LSBR
This part :
y = x ^ (x >> u);
y = y ^ ((y << s) & b);
y = y ^ ((y << t) & c);
z = y ^ (y >> l);
Which i felt """confident""" doing in a "loop". Because to turn the last ...
- Sat May 31, 2025 10:30 am
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 2342
Re: Random Number on Selector Combinator
Regarding singed vs. unsigned, for most operations the arithmetic combinator supports you don't have to do anything special (That's why two's complement is nowadays the only relevant representation for negative integers.), only division, modulus and right shift(*) are different. Out of these ...
- Tue May 27, 2025 1:56 am
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 2342
Re: Random Number on Selector Combinator
but then I was looking at the wikipedia page to try and see if there was a chance i could make one in game, https://en.wikipedia.org/wiki/Mersenne_Twister. and I could see the n=624 in the C code, but then for other values like "a" "b" "c" and Umask and Lmask, the values are in hexadecimal, and ...
- Mon May 26, 2025 1:50 pm
- Forum: Resolved Requests
- Topic: GameViewSettings slightly incorrect defaults
- Replies: 4
- Views: 595
Re: GameViewSettings slightly incorrect defaults
Like PennyJim, I'd list the value that takes priority first. In addition, I'd avoid "and" and "or", lest someone attempts to evaluate the expression. How about "Value of `default_show_value` if set, `true` otherwise"?
- Mon May 26, 2025 9:37 am
- Forum: Off topic
- Topic: AI Insights trong Factorio
- Replies: 1
- Views: 1448
Re: AI Insights trong Factorio
Just to make sure: Which kind of AI? Generative AI which became a big topic in the recent years (example keywords: ChatGPT, LLM), or decades old game AI (for controlling NPCs, enemies, ...)?
Both are, of course, not intelligent but apply some algorithms to their input data. Regarding game AI, I'd ...
Both are, of course, not intelligent but apply some algorithms to their input data. Regarding game AI, I'd ...
- Fri May 09, 2025 12:26 am
- Forum: Duplicates
- Topic: [2.0.47] Decider combinator thinks negative number greater than 0
- Replies: 2
- Views: 254
Re: [2.0.47] Decider combinator thinks negative number greater than 0
Not a Bug, as per the discussion following this post .
Outputting Anything when the condition is not using Each will output a single signal out of the input signals. In particular, Anything will pick the first input signal in some game defined order that roughly resembles the order the items appear ...
Outputting Anything when the condition is not using Each will output a single signal out of the input signals. In particular, Anything will pick the first input signal in some game defined order that roughly resembles the order the items appear ...
- Thu May 08, 2025 6:57 am
- Forum: Show your Creations
- Topic: Combinator cookbook 2.0
- Replies: 50
- Views: 13840
Re: Combinator cookbook 2.0
Tertius' setup gives the pairwise minima min(Each[red], Each[green]), the selector combinator min(all input signals). Calling both operations minimum is perfectly fine. You just need to be precise and indicate which of them is meant, if there's risk of confusion.
- Fri Apr 25, 2025 1:52 am
- Forum: Combinator Creations
- Topic: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
- Replies: 21
- Views: 2665
Re: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
The question is, what is it supposed to do? Validating something without a goal to validate against is … difficult.
This =>
I then tried to make a program that would count up to 314 and restart for a few hours.
Where "few hours" is time spent trying, not the amount of time the program is ...
- Thu Apr 24, 2025 10:36 pm
- Forum: Combinator Creations
- Topic: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
- Replies: 21
- Views: 2665
Re: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
Interesting work.
Re 2.0 combinators: The changes made in 2.0 really shine when you're frequently working with Each. Stuff that's rather cumbersome in 1.x reduces to a single combinator in 2.0. With the goal of sticking close to x86, these improvements become mostly meaningless. The selector ...
Re 2.0 combinators: The changes made in 2.0 really shine when you're frequently working with Each. Stuff that's rather cumbersome in 1.x reduces to a single combinator in 2.0. With the goal of sticking close to x86, these improvements become mostly meaningless. The selector ...
- Thu Apr 24, 2025 1:47 pm
- Forum: Not a bug
- Topic: [2.0.43] Electromagnetic plants having larger fluid storage
- Replies: 5
- Views: 367
- Wed Apr 16, 2025 1:59 pm
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 7400
Re: Unbeatable anti-cheat.
2)Cheating on achievement can be done the same way, but it's even easier, you can just be a bunch of spectators while other people do all the hard work or edit your filesave later on.
With a little bit of modding, you can also trivialize the steam/unmodded achievements. Get or make yourself a ...
- Mon Apr 14, 2025 9:49 pm
- Forum: Modding help
- Topic: What makes Foundries able to craft transport belts?
- Replies: 4
- Views: 400
Re: What makes Foundries able to craft transport belts?
Space age changes happen in the space-age mod:
data/space-age/base-data-updates.lua
data/space-age/base-data-updates.lua
- Wed Apr 09, 2025 12:18 am
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 2427
Re: Multiple Fluid Selector Circuitry
Simplifying a bit, I read the instructions as:
$1 := max(in_r1, in_r2)
out_1 := signal in_g1 value $1 if $1 < in_r3 else signal R value in_r3
I would like to have a single (decider) combinator
Impossible. While a decider combinator can evaluate arbitrary logic, it'll either produce all it's ...
- Tue Apr 08, 2025 8:09 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 2427
Re: Multiple Fluid Selector Circuitry
I'm not saying that the arithmetic combinator is the mapping; it is not. As consequence, your attempt at interpretation went off the rails. I don't even know how that mapping is supposed to look like (mathematically), the description is quite vague.
From
For example map signals '1', '2' and '3 ...
From
For example map signals '1', '2' and '3 ...
- Tue Apr 08, 2025 5:08 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 2427
Re: Multiple Fluid Selector Circuitry
Apparently I managed to miss the "mapping" in the part I quoted and focused on the "filtering" part...
Say we have 3 Signals on one wire channel. With some conditions met I'd like to map them to a yet unspecified but dynamic 4th signal type that's given on the other wire channel. For example map ...
Say we have 3 Signals on one wire channel. With some conditions met I'd like to map them to a yet unspecified but dynamic 4th signal type that's given on the other wire channel. For example map ...