Search found 23 matches

by asheiduk
Tue May 25, 2021 3:20 pm
Forum: Ideas and Suggestions
Topic: Make "sync mods" button larger and more noticeable
Replies: 13
Views: 583

Re: Make "sync mods" button larger and more noticeable

However, it seems, that many players don't get it still. Well, I tried to use load button. It asks about synchronization only if you miss some mods. But if you have some mods than weren't in the save, it doesn't. I'm one of those: So far I always wondered when and why Factorio asked me and when not...
by asheiduk
Mon May 24, 2021 11:19 am
Forum: Not a bug
Topic: Worker speed 3 and utility science.
Replies: 5
Views: 215

Re: Worker speed 3 and utility science.

If a technology in the "Research" screen has a light-brown background then I should be able to research it. If not it should be red. To research a new tech requires not merely that you have the tech to produce the required science flasks, but that you actually are producing them. The ochr...
by asheiduk
Mon May 24, 2021 9:21 am
Forum: Not a bug
Topic: Worker speed 3 and utility science.
Replies: 5
Views: 215

Re: Worker speed 3 and utility science.

This is not a bug. Then call it an improvement. I also stumbled over these things when I was new to Factorio. Why? Because my interpretation was: If a technology in the "Research" screen has a light-brown background then I should be able to research it. If not it should be red. That assum...
by asheiduk
Sun Apr 18, 2021 9:18 pm
Forum: Gameplay Help
Topic: How do I save UPS for megabase?
Replies: 18
Views: 1472

Re: How do I save UPS for megabase?

Also nobody seems to have linked The Factorio Benchmark Website in this thread yet, so here goes ;). I like that page but there are no numbers for contemporary versions of Factorio :( Quite some optimizations are not reflected by these benchmarks. So the actual value of that site of questionable. :...
by asheiduk
Sat Apr 17, 2021 10:52 am
Forum: General discussion
Topic: List of previous "stable" releases?
Replies: 4
Views: 266

Re: List of previous "stable" releases?

At the very least the download archive page implicitly lists the final stable versions for each subversion. (At least I don't remember any subversion that ended with a non-stable release?) *scratch head* This Page mentions some stable releases but some are missing -- for example 1.1.30, 1.1.21 and ...
by asheiduk
Sat Apr 17, 2021 8:08 am
Forum: General discussion
Topic: List of previous "stable" releases?
Replies: 4
Views: 266

List of previous "stable" releases?

Is there somewhere a list of releases that have been marked as "stable" in the past?

The main page only shows the current stable release number but not the historical stable release numbers.
by asheiduk
Sat Apr 17, 2021 7:58 am
Forum: Technical Help
Topic: What does "Removed blueprint: map version too old" mean?
Replies: 1
Views: 226

Re: What does "Removed blueprint: map version too old" mean?

I managed to rescue one of the blueprints that had only a single modded entity amongst thousands of vanilla buildings by loading it in a seperate 1.0.0 installation, exporting it to string and then importing it into 1.1.32. But tracking down every affected blueprint and manually ex/import it is too...
by asheiduk
Sat Jan 30, 2021 1:40 pm
Forum: Ideas and Suggestions
Topic: Synchronized Savegame
Replies: 7
Views: 446

Re: Synchronized Savegame

Well, my friends and myself have the same usecase and would benefit too! After some thinking I'd like to explain some of the benefits of that proposal: Most of my friends and I have a highly asymmetrical DSL connection. In my case: 27MBit/s downstream, 2.7MBit upstream. For downloading huge maps (~...
by asheiduk
Fri Jan 29, 2021 4:02 pm
Forum: Ideas and Suggestions
Topic: Synchronized Savegame
Replies: 7
Views: 446

Re: Synchronized Savegame

Xarovin wrote: ↑
Fri Jan 29, 2021 12:28 pm
It's a well thought out concept, but I imagine it'd be way too much effort to implement for how niche it is.
Well, my friends and myself have the same usecase and would benefit too!
by asheiduk
Mon Jan 18, 2021 11:03 pm
Forum: Not a bug
Topic: [1.1.12] Electric driller shows wrong mining speed for uranium ore
Replies: 4
Views: 371

Re: [1.1.12] Electric driller shows wrong mining speed for uranium ore

Silari wrote: ↑
Mon Jan 18, 2021 7:13 am
That doesn't really work [...]
Leaves option a) -- just strip the suffix "/s" to align "mining speed" with "crafting speed" and similar stuff.

But just now it is considered "not a bug" :-(
by asheiduk
Mon Jan 18, 2021 10:56 pm
Forum: Tools
Topic: Format of level.dat and blueprint.dat?
Replies: 9
Views: 14568

Re: Format of level.dat and blueprint.dat?

I just heard about this from reddit! Interesting!. Do you have a link? I spent a lot of time doing almost the same thing, but didn't finish inserter, train-stop, upgrade planner, or the snap to grid data. (Or any infinity types, or tags.) I especially wasted time trying to generate 100% identical j...
by asheiduk
Sun Jan 17, 2021 11:07 am
Forum: Not a bug
Topic: [1.1.12] Electric driller shows wrong mining speed for uranium ore
Replies: 4
Views: 371

Re: [1.1.12] Electric driller shows wrong mining speed for uranium ore

The mining speed is just specifically talking about the mining drill, [...] IMHO not exactly : The "mining speed" for the mining drill as shown in the wiki page is indeed a multiplier and as such has no suffix (sic?) like "1/s". The "mining speed" as shown in-game does...
by asheiduk
Sat Jan 16, 2021 7:32 pm
Forum: Not a bug
Topic: [1.1.12] Electric driller shows wrong mining speed for uranium ore
Replies: 4
Views: 371

[1.1.12] Electric driller shows wrong mining speed for uranium ore

When hovering over the electric mining driller sitting on an uranium ore patch the dialog shows "Mining speed: 0.5/s". Experiments and the Wiki for Electrik Mining Drill show 0.25/s instead.

Found this playing 1.0.0 but verified in 1.1.12.
by asheiduk
Sun Dec 27, 2020 2:59 pm
Forum: Tools
Topic: Format of level.dat and blueprint.dat?
Replies: 9
Views: 14568

Re: Format of level.dat and blueprint.dat?

The level.dat header is really good reverse engineered, [...] The project where we read the header: https://github.com/OpenFactorioServerManager/factorio-server-manager/blob/develop/src/factorio/save.go#L79 Just to make sure the difference is clear: The linked project (Go) and the linked Python scr...
by asheiduk
Wed Dec 23, 2020 12:13 pm
Forum: Implemented Suggestions
Topic: Train Station dots should show whether the station is enabled
Replies: 11
Views: 1254

Re: Train Station dots should show whether the station is enabled

+1 This is indeed one of the most annoying little things in the game I encounter regularly. Another unmentioned aspect: When zooming out of the map then station names are hidden automatically above(below?) a certain zoom level. So in "overview mode" there actually NO indication whether a s...
by asheiduk
Tue Dec 22, 2020 2:14 pm
Forum: Ideas and Suggestions
Topic: Better filesystem storage of Blueprints
Replies: 9
Views: 710

Re: Better filesystem storage of Blueprints

I think we miss each other: All those posts seem to be about version incompatibilities with the original blueprint-storage.dat . I consider that accepted knowledge, too. The "quite" part was about the import/export strings which - AFAIK - have not changed in an incompatible way. Even if th...
by asheiduk
Tue Dec 22, 2020 12:21 pm
Forum: Ideas and Suggestions
Topic: Better filesystem storage of Blueprints
Replies: 9
Views: 710

Re: Better filesystem storage of Blueprints

Zaflis wrote: ↑
Tue Dec 22, 2020 9:09 am
The most important thing about blueprint storage that relates to 99.9% of players is that it should be compatible when downgrading game version.
AFAIK the import/export strings are quite stable. The mentioned tool uses that format (in uncompressed form).
by asheiduk
Mon Dec 21, 2020 10:56 pm
Forum: Technical Help
Topic: blueprint-storage.dat file format
Replies: 3
Views: 378

Re: blueprint-storage.dat file format

I've decoded the blueprint-storage.dat format -- the code is in GitHub: Factorio Blueprint Decode
You can use that code as a description of the format :-)
by asheiduk
Mon Dec 21, 2020 10:44 pm
Forum: Tools
Topic: Format of level.dat and blueprint.dat?
Replies: 9
Views: 14568

Re: Format of level.dat and blueprint.dat?

I've decoded the blueprint-storage.dat format -- you can see the code here: GitHub: Factorio Blueprint Decoder . The tool transforms the file into a JSON structure of a blueprint-book. The JSON can be encoded into a standard import/export string. The file format for level.dat seems to use similar da...
by asheiduk
Mon Dec 21, 2020 10:35 pm
Forum: Ideas and Suggestions
Topic: Better filesystem storage of Blueprints
Replies: 9
Views: 710

Re: Better filesystem storage of Blueprints

I've written a tool to decode blueprint-storage.dat format into JSON and from there into the standard import/export string. With a tool like like jq you could split the JSON file into separate books/blueprints and store them in an directory and put them in version control separatly. Restoring would ...

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