Search found 250 matches
- 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...
- 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...
- 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.
Except that the tooltip says "Robot recharge rate: 4Γ1.0 MW"
They're probably referring their other thread
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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 ? (...
- 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.
- 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 ...
- 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.
- 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...
- 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...
- 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
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.
- Mon May 13, 2024 6:54 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Code-Convention for circuit networks
- Replies: 13
- Views: 2713
- 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 ...
- 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...
- 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...
- Thu May 09, 2024 8:36 pm
- Forum: General discussion
- Topic: Railway stations β Hell for a perfectionist
- Replies: 17
- Views: 2184
Re: Railway stations β 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.
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.