Search found 96 matches

by Nidan
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.
by Nidan
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?

Twisted_Code wrote: ↑
Fri Jun 10, 2022 5:44 am
PS:
@Yenz: what does "nb:" stand for?
nota bene: note well; note
by Nidan
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...
by Nidan
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.
by Nidan
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...
by Nidan
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: β€œFailed to import string, unknown version β€˜H…’”and refuses to create a blueprint. As starter I use factorio without mods, walk before I run πŸ˜‰. Version 1.1.59 (build 59719. win64). What gives? You can try if the import wor...
by Nidan
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...
by Nidan
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...
by Nidan
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. It’s 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...
by Nidan
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...
by Nidan
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...
by Nidan
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

jodokus31 wrote: ↑
Sat Apr 30, 2022 11:42 am
Good_Days13 wrote: ↑
Fri Apr 29, 2022 11:42 pm
what about something like

Shot consumption: 9.6 MW
Extended consumption: 1.22 MW
+1
maybe "Burst" consumption
I like ssilk's car example. And to make it general for all entities, not just lasers:
Operating consumption: 1.22 MW
Recharging consumption: 9.6 MW
by Nidan
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?
by Nidan
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...
by Nidan
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.
by Nidan
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...
by Nidan
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...
by Nidan
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...
by Nidan
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 ...
by Nidan
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...

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