Search found 423 matches
- Sun Mar 07, 2021 4:17 am
- Forum: General discussion
- Topic: Math Riddle: Is it possible to launch infinite rocket on island map?
- Replies: 9
- Views: 614
Re: Math Riddle: Is it possible to launch infinite rocket on island map?
For real bonus points, what's the theoretical max rockets you can launch assuming I iron, C copper, O oil, and A coal, and S stone. For simplicity, you can create a function just using the most used resource (Copper I believe) if you prefer. Funny hacks for cuteness points, but something a bit more ...
- Sun Mar 07, 2021 4:09 am
- Forum: General discussion
- Topic: How do you decide when you are finished with a save?
- Replies: 7
- Views: 263
Re: How do you decide when you are finished with a save?
It's a game, so "Bored of it", I imagine is the (mostly) universal answer. What inspires boredom? That's probably rather subjective.. For me, is when there aren't any challenges or puzzles left, or the challenges are ones I've previously overcome and have no desire to optimize.
- Wed Mar 03, 2021 5:21 pm
- Forum: General discussion
- Topic: Inserter clocking related question
- Replies: 9
- Views: 399
Re: Inserter clocking related question
Yeah, that'd be rather useful. No clue on how easy it would be to implement though. You'd have to know the code to make that observation credibly. Regressions are always a risk.
- Tue Mar 02, 2021 3:14 am
- Forum: General discussion
- Topic: There is something wrong with music
- Replies: 29
- Views: 3240
Re: There is something wrong with music
Here's the complete playlist, btw: https://www.youtube.com/playlist?list=PLSCof0DliEVFn1jYcy6BJtteAtueOFe22 Apparently there is a track called "Beyond factory outskirts." Perhaps that implies that it is synchronized with activity? I never noticed. This is the one that I found objectionable...
- Tue Mar 02, 2021 2:45 am
- Forum: General discussion
- Topic: There is something wrong with music
- Replies: 29
- Views: 3240
Re: There is something wrong with music
Yeah, I have to sort of agree with the OP. I found the music pretty sickening as well after a period of time. Other sounds as well, like mining, I found myself unconsciously muting it by keeping the inventory window open as it was very grating. To be fair though, Wube was trying to do something dari...
- Tue Feb 16, 2021 12:27 am
- Forum: General discussion
- Topic: Anyone standardizing on very long trains?
- Replies: 21
- Views: 1291
Re: Anyone standardizing on very long trains?
yeah, semaphores are evil. undermined by our own cleverness.T-A-R wrote: reduce crossings
- Mon Feb 15, 2021 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Hotkey to replace existing structures with blueprint
- Replies: 52
- Views: 5634
Re: Hotkey to replace existing structures with blueprint
Looked into this. Doable, but very hacky as you can't get bp orientation.
viewtopic.php?f=28&t=47087&start=80#p324060
viewtopic.php?f=28&t=47087&start=80#p324060
- Mon Feb 15, 2021 11:54 am
- Forum: General discussion
- Topic: Anyone standardizing on very long trains?
- Replies: 21
- Views: 1291
Re: Anyone standardizing on very long trains?
I added a couple of patches as the enhanced throughput was eating through what I had too fast. This required a couple more trains. You can see how it will start to scale. I timed it, 294 wagons are unloaded every 3.5 minutes in the single base, enough for about ~2k spm in default (ignoring white sci...
- Mon Feb 15, 2021 11:51 am
- Forum: Gameplay Help
- Topic: [1.1.21] Can't deconstruct curved rail using planner
- Replies: 2
- Views: 214
Re: [1.1.21] Can't deconstruct curved rail using planner
Sigh, no, I did not. And here I thought I found a bug. Factorio is too stable! Well done.
- Mon Feb 15, 2021 10:38 am
- Forum: Gameplay Help
- Topic: [1.1.21] Can't deconstruct curved rail using planner
- Replies: 2
- Views: 214
[1.1.21] Can't deconstruct curved rail using planner
The rest of his surrounding friends deconstructed fine using the same planner. It just blips at me as if there is nothing in the planner. Using ctrl-x will delete it.
- Mon Feb 15, 2021 4:26 am
- Forum: General discussion
- Topic: Anyone standardizing on very long trains?
- Replies: 21
- Views: 1291
Re: Anyone standardizing on very long trains?
I will say, watching the long trains is very boring. Like a very reliable clock that just goes round and round, never doing anything exciting. Nothing clever or complex, no problems to solve. It's like using an infinity chest for your production source. What I built before was much more fun, if not ...
- Mon Feb 15, 2021 2:15 am
- Forum: General discussion
- Topic: Anyone standardizing on very long trains?
- Replies: 21
- Views: 1291
Re: Anyone standardizing on very long trains?
Well, it was an experiment in grid computing :) I really can't see any rational argument for short trains. Esthetics and playing around with signaling and what passes for an (ahem) as pathing, yes, but throughput? The math doesn't add up. One long train can carry 42 wagons of input, with no delay, j...
- Sun Feb 14, 2021 10:56 pm
- Forum: General discussion
- Topic: Anyone standardizing on very long trains?
- Replies: 21
- Views: 1291
Re: Anyone standardizing on very long trains?
It's certainly possible. I once made a base built around 8-48 trains. It hit 10K spm but main bottleneck was the main railroad of 8 tracks, because of the slow trains blocking intersections for a long time. My current project has the trains upgraded to 8-48-8, and a decentralized rail network to re...
- Sun Feb 14, 2021 3:29 am
- Forum: Modding help
- Topic: Console data:extend
- Replies: 6
- Views: 234
Re: Console data:extend
Perhaps, though you could theoretically say that about a lot of the datastructures.
One issue I realize now on further reading is desync. Looks like a lot of obvious apis are missing as they would cause issues in MP, though I imagine custom input would be OK.
One issue I realize now on further reading is desync. Looks like a lot of obvious apis are missing as they would cause issues in MP, though I imagine custom input would be OK.
- Sun Feb 14, 2021 12:59 am
- Forum: General discussion
- Topic: Anyone standardizing on very long trains?
- Replies: 21
- Views: 1291
Re: Anyone standardizing on very long trains?
Why is it annoying that different resources share the same train? I was thinking, given the queue and how it will work, the only delay will be the time for the last stop as all trains will be queued up behind it. eg: Let's say you have a 42 long cargo train. It has outpost / input stops: copper, iro...
- Sat Feb 13, 2021 10:40 pm
- Forum: Gameplay Help
- Topic: Why belts are better than trains, in one picture:
- Replies: 6
- Views: 687
Why belts are better than trains, in one picture:
This doesn't happen to belts, or if it does, the robots will fix it: Screenshot 2021-02-13 144015.png Any tips on dealing with this situation? It's very irritating, biters always seem to find a way through my defenses (DW marathon) It's true, with belts I have to create a network of bots, but with t...
- Sat Feb 13, 2021 10:08 pm
- Forum: Modding help
- Topic: Console data:extend
- Replies: 6
- Views: 234
Re: Console data:extend
The data table is destroyed? Curious how you know that. Any links / code describing that process? https://lua-api.factorio.com/latest/Data-Lifecycle.html Yeah, I had read that, but I didn't really interpret that being the data table being destroyed. I would have assumed it would have at least been ...
- Sat Feb 13, 2021 10:04 pm
- Forum: Modding help
- Topic: Console data:extend
- Replies: 6
- Views: 234
Re: Console data:extend
The data table is destroyed? Not copied or cloned? I guess private variables are private.
Shame. I don't really want to publish mods, but I don't mind sharing code.
Shame. I don't really want to publish mods, but I don't mind sharing code.
- Sat Feb 13, 2021 9:47 pm
- Forum: Implemented mod requests
- Topic: Provide "currently hovered prototype" on a custom-input
- Replies: 2
- Views: 175
Re: Provide "currently hovered prototype" on a custom-input
Supported in map mode and other views as well would be great. Very surprised there is no API already for this.
- Sat Feb 13, 2021 9:38 pm
- Forum: Modding help
- Topic: Console data:extend
- Replies: 6
- Views: 234
Console data:extend
Is it possible to add a prototype via console? Eg, want to add a custom input. calling data:extend just says there is no data global, but perhaps there is another, even if hacky way to do this. It'd be nice to do through console so I can share /c snippets with others without having them to go throug...