Search found 96 matches
- Tue Jun 21, 2022 8:24 pm
- Forum: General discussion
- Topic: Should Construction Robots Prioritze Storage Chests ?
- Replies: 28
- Views: 1433
Re: Should Construction Robots Prioritze Storage Chests ?
You can solves the problem by getting rid of passive providers: Storage chests can be filtered/restricted to one item, so if your passive providers only have one item you could replace them with filtered storage chests.
- Fri Jun 10, 2022 10:58 am
- Forum: Technical Help
- Topic: [SOLVED][0.18.32] Blueprint library restoration?
- Replies: 9
- Views: 1241
Re: [SOLVED][0.18.32] Blueprint library restoration?
nota bene: note well; note
- Wed Jun 08, 2022 8:47 pm
- Forum: Ideas and Suggestions
- Topic: [0.18.18] Blueprint Book File Symlink Overwritten
- Replies: 10
- Views: 1139
Re: [0.18.18] Blueprint Book File Symlink Overwritten
There are basically two options how to replace an existing file with a new version: a) truncate the old file and write the new content or b) write the new content into a new file and then move it on top of the old one. a) preserves symlinks, but risks corruption in case of a crash. b) can recover fr...
- Sat Jun 04, 2022 4:39 pm
- Forum: Technical Help
- Topic: Request info from headless server via local network
- Replies: 5
- Views: 228
Re: Request info from headless server via local network
The comments for the options say "when launching MP server from the menu". Are you actually doing that? If you are starting the server via command line instead, check the output from --help, it should mention similar options.
- Tue May 31, 2022 4:19 pm
- Forum: General discussion
- Topic: ARM architecture
- Replies: 40
- Views: 36993
Re: [Arm64 Linux Server] Running in ARM64 using Box64
box64 seems to be the easiest way for developers to support Factorio on ARM. Are you sure? Since you also wrote Forgot to add, but I get a *lot* of desyncs and CatchUp errors with box64 on the server. It might be useful to provide some desync reports here so someone (not me) can analyze them to see...
- Tue May 24, 2022 12:26 pm
- Forum: Railway Setups
- Topic: Simple combinator-free safe rail crossing
- Replies: 23
- Views: 36100
Re: Simple combinator-free safe rail crossing
Your crossing looks promising, but when I tried to use it the game responded: βFailed to import string, unknown version βHβ¦ββand refuses to create a blueprint. As starter I use factorio without mods, walk before I run π. Version 1.1.59 (build 59719. win64). What gives? You can try if the import wor...
- Tue May 24, 2022 12:50 am
- Forum: Gameplay Help
- Topic: Why are combinator balancers not used more?
- Replies: 14
- Views: 541
Re: Why are combinator balancers not used more?
My other thought then is that maybe the ore patch was containing mixed ore, or some pieces of stone or coal that if present on the belt would prevent further contamination at the cost of sudden stop. the mod 7 like using 56 both impacted similarly. Balancing each lane or individual items is impossi...
- Mon May 23, 2022 5:39 pm
- Forum: Gameplay Help
- Topic: Why are combinator balancers not used more?
- Replies: 14
- Views: 541
Re: Why are combinator balancers not used more?
About the getting stuck i think it can happen when items are positionned on 2 belts when a belt is disabled. The item will count on 1 belt, but part of it will be on another one, which will prevent this previous belt from having 8 items when things backs up. I can't remember the exact figures but i...
- Mon May 16, 2022 7:25 am
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 30
- Views: 3019
Re: Potentially easy chest-behavior performance optimization
The mode-change is hidden for the player. Itβs just a change in the internal representation. Of course it's hidden from the player. But it's not hidden from the programer who has to implement the mode change. And an implementation with less special cases tends to be easier to read, reducing cogniti...
- Sun May 15, 2022 6:45 pm
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 30
- Views: 3019
Re: Potentially easy chest-behavior performance optimization
Since it is statically allocated and contains (I guess) 4 bytes per stack, it normally fits nicely in a single cache block and the iteration is extremely fast. Small correction: Rseding explicitly said "An inventory is a vector of ItemStack (24 bytes each).". In the ItemStack structure de...
- Mon May 02, 2022 1:41 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 401
- Views: 130525
Re: Parrallel processing in games & applications
Well, you could probably define meta-chunks, eg, 16x16 chunks or something. Or maybe one thread per surface at a minimum, though maybe it's already like that I guess. Certainly the per surface approach opens up a lot of potential for the dlc if it leverages that. Maybe they could even fix the per s...
- Sat Apr 30, 2022 5:10 pm
- Forum: Ideas and Suggestions
- Topic: Make the laser turret max consumption show the most it can consume
- Replies: 31
- Views: 826
Re: Make the laser turret max consumption show the most it can consume
I like ssilk's car example. And to make it general for all entities, not just lasers:jodokus31 wrote: βSat Apr 30, 2022 11:42 am+1Good_Days13 wrote: βFri Apr 29, 2022 11:42 pmwhat about something like
Shot consumption: 9.6 MW
Extended consumption: 1.22 MW
maybe "Burst" consumption
Operating consumption: 1.22 MW
Recharging consumption: 9.6 MW
- Fri Apr 29, 2022 10:42 pm
- Forum: Ideas and Suggestions
- Topic: Make the laser turret max consumption show the most it can consume
- Replies: 31
- Views: 826
Re: Make the laser turret max consumption show the most it can consume
It seems both numbers have their use. Maximum Consumption during normal operation, Maximum Recharge when an entity gets connected to power.
So... maybe display both? Or at least when they significantly differ?
So... maybe display both? Or at least when they significantly differ?
- Mon Apr 25, 2022 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Improvements to the Dropper aka Pipette tool (Q)
- Replies: 15
- Views: 4850
Re: Improvements to the Dropper aka Pipette tool (Q)
Same suggestion as the necro: /viewtopic.php?f=6&t=101730 The original suggestions from 2017 are already implemented. TBH, I was pondering if I should merge both threads or not, the older thread is really old, and a significant part of it has already been implemented. At the point of my first r...
- Mon Apr 25, 2022 12:37 am
- Forum: Ideas and Suggestions
- Topic: Improvements to the Dropper aka Pipette tool (Q)
- Replies: 15
- Views: 4850
Re: Improvements to the Dropper aka Pipette tool (Q)
Same suggestion as the necro: /viewtopic.php?f=6&t=101730
The original suggestions from 2017 are already implemented.
The original suggestions from 2017 are already implemented.
- Sun Apr 24, 2022 6:16 am
- Forum: Ideas and Suggestions
- Topic: Yellow train signal cannot be closed with circuits
- Replies: 17
- Views: 735
Re: [1.1.57] Yellow train signal cannot be closed with circuits
Imho, as already explained above, the current behavior when closing a signal is fine. Thus I'd argue for intended behavior / not a bug. The feature request of having the train repath when one of it's reserved signals gets closed and attempting to avoid that signal seems reasonable. It would mimic th...
- Tue Apr 19, 2022 9:14 pm
- Forum: Ideas and Suggestions
- Topic: Ctrl+lmb imunity for player's filtered storage
- Replies: 7
- Views: 279
Re: Ctrl+lmb imunity for player's filtered storage
Why then don't make shift+ctr+lmb to move only filtered or unfilteret items ? How about adding an extra click rather than an extra modifier? Currently Ctrl-lmb moves the clicked stack or the whole inventory when clicking an empty slot. So double ctrl-lmb clears the whole inventory. This could be ch...
- Sun Apr 10, 2022 12:06 pm
- Forum: Releases
- Topic: Version 1.1.57
- Replies: 33
- Views: 12409
Re: Version 1.1.57
1) faster inserters 1a) new inserters 1b) more techs to research to increase their stats 1c) reintroduction of loaders as a late-game item? 1d) "double" inserters taking items from both sides of the belt w/o stupid dancing between the lanes 2) faster belts 2a) new belts 2b) introduction o...
- Fri Mar 18, 2022 3:25 pm
- Forum: Gameplay Help
- Topic: Train question
- Replies: 5
- Views: 583
Re: Train question
... A schedule entry will be waited for if, and only if, ALL enabled stops with that name have hit or exceeded their limit or are unreachable. If the train is already moving and the limit if the targeted stop gets reduced, it will try to path to another stop with the same name, but continue moving ...
- Thu Mar 17, 2022 10:34 am
- Forum: Gameplay Help
- Topic: Train question
- Replies: 5
- Views: 583
Re: Train question
Looks like your understanding is correct, except for the generalization to multiple destinations with the same name (or I simply misunderstood what you wrote). A schedule entry will be skipped if, and only if, ALL stops with that name are disabled. If the train is already moving, it will stop dead a...