Search found 156 matches

by Nidan
Tue Jan 24, 2023 7:25 pm
Forum: Resolved for the next release
Topic: [1.1.74] failing to load player-data after save (infrequent)
Replies: 15
Views: 788

Re: [1.1.74] failing to load player-data after save (infrequent)

I think I found one piece of the puzzle, at least for some linux users: When using a fresh install, the state of the non-blocking saving option toggles whether the save-name in player-data.json will be clean or garbage. I don't think this is the actual cause, since non-blocking saving can't explain ...
by Nidan
Tue Jan 17, 2023 10:18 am
Forum: Gameplay Help
Topic: Train inventory logic
Replies: 7
Views: 249

Re: [1.1.74 ]Train inventory logic

Inserters act as soon as the train in front of them arrives, but signals take one tick per combinator to propagate. You need to make sure the inserters are disabled while the station is empty. Train stops can read the id of the stopped train (default signal T). If T == 0, the station is empty.
by Nidan
Tue Jan 17, 2023 1:09 am
Forum: Technical Help
Topic: Loading worlds from before 0.18?
Replies: 10
Views: 338

Re: Loading worlds from before 0.18?

1.0 is essentially a continuation of the 0.18 branch, that's why there's no 0.18 version archived. During the beta, I recall factorio being able to load games up to two versions older that itself, but that being cut to one version for 1.0. My current 1.1.76 claims to be able to load games with versi...
by Nidan
Wed Jan 04, 2023 10:10 pm
Forum: Combinator Creations
Topic: Find the intersection of two signals (or chests items)
Replies: 4
Views: 243

Re: Find the intersection of two signals (or chests items)

Here are the blueprints I have for filtering. The first three I found in a blueprint book somewhere, the last two are my adaptions for the filtering signal being boolean (0/1). All use 5 to 7 combinators and 2 ticks. 0eNrtXF1vm0gU/SuIp7YLFTPAQKw00m5X+1R1pWq1u1ITWRhPklH5sGBI1qr833cAx2CHjxkbYxzz0hSDLz...
by Nidan
Wed Jan 04, 2023 9:37 pm
Forum: Combinator Creations
Topic: Signal Sorter
Replies: 6
Views: 473

Re: Signal Sorter

Power pole plus lamp screams output, but a description in plain English is always useful, so we can get a better idea what a circuit does from just reading the post and not having to try it out ingame. As examples: Adds signal I to the output indicating that this is the I th lowest number. Signals t...
by Nidan
Mon Jan 02, 2023 8:52 pm
Forum: Ideas and Suggestions
Topic: Unification of prototype definition formats like ItemIngredientPrototype
Replies: 11
Views: 467

Re: Unification of prototype definition formats like ItemIngredientPrototype

Would normalizing the short forms into the fully specified forms after the execution of each data*.lua be an option? What exactly do you mean by "after the execution of each data*.lua"? Even if all prototype attributes were normalized at the end of a data stage, you couldn't trust that th...
by Nidan
Mon Jan 02, 2023 1:55 am
Forum: Resolved for the next release
Topic: [1.1.74] failing to load player-data after save (infrequent)
Replies: 15
Views: 788

Re: [1.1.74] failing to load player-data after save (infrequent)

: $; cat save-names.log "save-name": "�lK\u0006\u0000\u0000\u0000\u0000a��/�H�`O-1c" "save-name": "�\u0003�\u0006\u0000\u0000\u0000\u0000�HR�\u001a��oO-1c" "save-name": "�\n�\u0005\u0000\u0000\u0000\u0000��]����FO-1c" "save-name"...
by Nidan
Sun Jan 01, 2023 11:50 pm
Forum: Ideas and Suggestions
Topic: Unification of prototype definition formats like ItemIngredientPrototype
Replies: 11
Views: 467

Re: Unification of prototype definition formats like ItemIngredientPrototype

Would normalizing the short forms into the fully specified forms after the execution of each data*.lua be an option?

Or, as alternative, providing utility functions for these normalizations, so mods can rely on a single known-good implementation instead of having to reinvent the wheel?
by Nidan
Sun Dec 25, 2022 2:41 pm
Forum: General discussion
Topic: This Game is surprising awesome again and again
Replies: 2
Views: 479

Re: This Game is surprising awesome again and again

Edit: One thing I'll say is that 1 copper produces 2 wire, so if you fully utilize one belt of copper, you should be getting two belts of wire.
Factoring in the productivity bonus, this ends up being 2.8 belts of wire.
by Nidan
Fri Dec 23, 2022 1:37 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 764

Re: "Perfect" solution for circuit network system

⚙︎ Combinators shouldn't require current and circuit_wire_max_distance should be 28 for all wireable entities. It's annoying to build extra poles just to connect rather close standing entities and it might cause failures because you don't see always very good if an wired entity is connected with a ...
by Nidan
Fri Dec 23, 2022 8:07 am
Forum: Not a bug
Topic: Picking from underground belt input screws up the belt
Replies: 9
Views: 357

Re: Picking from underground belt input screws up the belt

I do believe this must be a race between threads, once again, assuming belts and inserters run on separate threads! Factorio is fully deterministic. Any given situation will always result in the same outcome, regardless of how fast or slow the users computer is. If there were any races or unchecked...
by Nidan
Sun Dec 11, 2022 5:16 am
Forum: General discussion
Topic: Accurate belt segment measurements
Replies: 9
Views: 4336

Re: Accurate belt segment measurements

Inserters to belts behavior depends on belt orientation and it being fixed in 1.1.73 prompted me to do some extensive inserter to belt testing. While I can confirm there are no longer orientation based inconsistencies, some results still strike me as odd. Inserter drop positions (slots until the be...
by Nidan
Fri Dec 09, 2022 6:10 am
Forum: Not a bug
Topic: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, cannon)
Replies: 3
Views: 358

Re: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, can

Out of curiosity, how do robots take fire damage? At first glance, I'd sort fire into the non-targeted group, but bots certainly burn when flying over fire.
by Nidan
Mon Dec 05, 2022 11:18 am
Forum: Gameplay Help
Topic: Train loaders that shouldn't work
Replies: 13
Views: 801

Re: Train loaders that shouldn't work

In addition to what Tertius wrote: When putting items on a belt, the gap needed at the insertion point doesn't need to be large enough to fit a whole item. Items already on the belt will be pushed back or held in place until there's proper spacing again. Thus, as long as the outer inserters can remo...
by Nidan
Tue Nov 29, 2022 6:50 am
Forum: Gameplay Help
Topic: Occasionally not detecting full fluid wagon
Replies: 10
Views: 641

Re: Occasionally not detecting full fluid wagon

Try changing the condition to "> 24999". Remember the and circuit network round up. Missing a word there? Circuit network rounds down, unless it's a fluid in (0, 1], which is rounded up (to 1). Most, if not all, other displays round normally. So, even if the wagon is at 24999.999 and every...
by Nidan
Mon Nov 28, 2022 9:35 am
Forum: Gameplay Help
Topic: Coal liquefaction statistics
Replies: 8
Views: 636

Re: Coal liquefaction statistics

JimBarracus wrote:
Mon Nov 28, 2022 9:01 am
Thats also the reason why production modules are disabled for Covarex.
Kovarex process can use productivity modules again since 0.17.0 (see https://wiki.factorio.com/Kovarex_enric ... ss#History) and is the reason the catalyst system was introduced.
by Nidan
Fri Nov 25, 2022 1:59 pm
Forum: Modding interface requests
Topic: Script create_entity with fast_replace should replace belts between undergrounds
Replies: 5
Views: 364

Re: Script create_entity with fast_replace should replace belts between undergrounds

I’m not sure, if those belts can be removed in any case without breaking something. :) That doesn't matter. When manually placing the second underground belt, factorio will remove the belts in between, if they go in the same direction as the underground belt. OP is asking for the same action but tr...
by Nidan
Mon Nov 21, 2022 5:51 pm
Forum: Modding interface requests
Topic: Ship machine readable API information
Replies: 14
Views: 1913

Re: Ship machine readable API information

Kuxynator wrote:
Mon Nov 21, 2022 5:38 pm
However, I still miss an official machine-readable version of the prototype definitions.
According to the last paragraph of FFF368 it's being worked on; no ETA however.
by Nidan
Sun Nov 20, 2022 3:53 pm
Forum: Ideas and Suggestions
Topic: Smoother vehicle control suggestions [0.15]
Replies: 10
Views: 1377

Re: Smoother vehicle control suggestions [0.15]

The culprit for me is that the controls work from the perspective of the vehicle, not from the perspective of the player in front of the computer screen. If the vehicle drives south, it turns left on the screen if I press the right cursor key [...]. This is how every top down driving game I can rec...
by Nidan
Sun Nov 20, 2022 2:35 pm
Forum: Implemented Suggestions
Topic: Factorio CPU Benchmark
Replies: 1
Views: 699

Re: Factorio CPU Benchmark

Factorio has benchmarking options builtin, check the output of factorio's "--help" parameter.
Also, take a look at https://factoriobox.1au.us/, which has a large collection of maps and benchmarking results.

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