Search found 64 matches

by Xarovin
Sun Mar 21, 2021 1:47 pm
Forum: Technical Help
Topic: Run from ramdisk
Replies: 20
Views: 4103

Re: Run from ramdisk

I just came across this issue with trying to use the `FactorioMaps` mod, as it writes to the temp directory (which is on my ramdisk). I don't know C++, but is there any chance you could potentially catch that error and raise something more informative? Took me a while to figure out the cause of the ...
by Xarovin
Wed Mar 10, 2021 10:50 am
Forum: Ideas and Suggestions
Topic: Add overall graph of the electric network
Replies: 2
Views: 557

Re: Add overall graph of the electric network

That's actually a cool idea, especially with the accumulator charge. I imagine you likely won't have been the first to suggest that however.
by Xarovin
Sun Feb 14, 2021 6:52 pm
Forum: Not a bug
Topic: [1.1.21] Personal roboport causes major UPS hit with a lot queued for deconstruction
Replies: 1
Views: 493

[1.1.21] Personal roboport causes major UPS hit with a lot queued for deconstruction

I wasn't sure if I should post this in suggestions or bugs, but it seems like the performance equivalent of a memory leak, so I'm guessing a bug (just not a game breaking one). I know you have things in place to avoid large constructions from affecting the UPS, but these don't seem to apply to perso...
by Xarovin
Fri Feb 05, 2021 7:31 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 6797

Re: Increase bot queue processing rate

I don't know if skipping concrete jobs entirely if concrete wasn't found is as straightforward as that. A single tile of concrete could be under two different roboport construction areas, and each area may or may not have concrete. If you want to short circuit all the concrete attempts, you'll have...
by Xarovin
Fri Feb 05, 2021 3:02 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 6797

Re: Increase bot queue processing rate

Instead of having a queue of ghosts, it might be better to have a queue of (chunk, building_type) pairs, with each pair holding a list of ghosts that can be built of that type in a given chunk. I sort of suggested that a few years back, but without the chunk idea. Basically instead of checking 1000...
by Xarovin
Fri Feb 05, 2021 10:55 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 104740

Re: Friday Facts #365 - Future plans

I'm glad Factorio 2 isn't on the table as the current version is too well refined (Path of Exile is the same, PoE 2.0 is just going to be a massive expansion on the base game). Expansions sound a cool idea though, I would like if it could tie into the main game though. For example, if it was a scena...
by Xarovin
Sat Jan 30, 2021 2:27 pm
Forum: Ideas and Suggestions
Topic: Sync multiplayer saves to avoid downloading big maps / Synchronizing Maps / Avoid Multiplayer Download / Use local copy
Replies: 13
Views: 1297

Re: Synchronized Savegame

Alternative idea which may require less implementation: As a user, you can save the current state of the game. The server holds an optional buffer of previous commands. Upon connection, if you have the save file and it is within the buffer period, then load the save and fast forward to the current s...
by Xarovin
Sat Jan 30, 2021 2:11 am
Forum: Ideas and Suggestions
Topic: Ghost building in signal tutorial
Replies: 0
Views: 185

Ghost building in signal tutorial

This isn't really a bug but more of a polish issue. I was checking out the signal tutorial as I quite like how you designed the help. The tutorial requests you to place 2 signals, then says try placing one on the other side of the track. If you have "pick ghost item if no items are available&qu...
by Xarovin
Fri Jan 29, 2021 12:28 pm
Forum: Ideas and Suggestions
Topic: Sync multiplayer saves to avoid downloading big maps / Synchronizing Maps / Avoid Multiplayer Download / Use local copy
Replies: 13
Views: 1297

Re: Synchronized Savegame

It's a well thought out concept, but I imagine it'd be way too much effort to implement for how niche it is.
by Xarovin
Fri Jan 29, 2021 11:02 am
Forum: Ideas and Suggestions
Topic: Train Condition Groups
Replies: 0
Views: 291

Train Condition Groups

Custom condition groups would be helpful when building a lot of new trains/updating a schedule. The idea being you group together conditions, and use that group on a train. Editing the group will update all the trains using it. Examples: Group: Passenger Travel Time Passed: 10 seconds AND Passenger ...
by Xarovin
Sun Aug 16, 2020 11:46 am
Forum: Not a bug
Topic: [1.0.0] Changing username doesn't update character mid game
Replies: 3
Views: 696

Re: [1.0.0] Changing username doesn't update character mid game

You can just use /swap-players <old_username> to fix it Thanks, though the /swap-players command resulted in the message " Cannot swap players with yourself ". There's no issues with the gameplay (apologies if it came across that way), it's only the character label that's incorrect. I had...
by Xarovin
Sun Aug 16, 2020 11:36 am
Forum: Not a bug
Topic: [1.0.0] Changing username doesn't update character mid game
Replies: 3
Views: 696

[1.0.0] Changing username doesn't update character mid game

I updated my username on here a month or two back, and I was still set to my old name within the game. I just updated it today (by re-logging in the game settings) and noticed the username doesn't update on the map. It's an extremely minor issue, I couldn't find anything through a quick search thoug...
by Xarovin
Sat Apr 18, 2020 12:15 pm
Forum: General discussion
Topic: Are there any remaining "breaking" changes for 1.0? (such as different map gen/recipes)
Replies: 4
Views: 1394

Re: Are there any remaining "breaking" changes for 1.0? (such as different map gen/recipes)

Map generation has changed in every release, so I would not count on that. But if you generate the entire map before upgrading, there will be no new chunks to worry about. Oh that's a bit annoying, my intention is to constantly explore to grab the ever expanding resources, so generating everything ...
by Xarovin
Sat Apr 18, 2020 11:13 am
Forum: General discussion
Topic: Are there any remaining "breaking" changes for 1.0? (such as different map gen/recipes)
Replies: 4
Views: 1394

Are there any remaining "breaking" changes for 1.0? (such as different map gen/recipes)

If I was to make a start now, are most of the features final, and it's only graphical tweaks and similar they'd be working on? I've been waiting to do a vanilla belt only megabase for ages, but have been waiting for the 1.0 release since it'll likely span longer than a release cycle. I don't fancy h...
by Xarovin
Wed May 09, 2018 1:45 pm
Forum: Gameplay Help
Topic: Evenly split 2 resources down one side of the belt
Replies: 6
Views: 5005

Re: Evenly split 2 resources down one side of the belt

Yeah I only just realised splitters have inbuilt filters haha. I've finally got it all up and running, the overflow part was a little hard as I wanted to keep it as a perfect rectangle, so barely had any space to play with :P Here's the bit that splits a 4+1 input into 8x 3:1 outputs, appears to wor...
by Xarovin
Tue May 08, 2018 2:44 pm
Forum: Gameplay Help
Topic: Evenly split 2 resources down one side of the belt
Replies: 6
Views: 5005

Re: Evenly split 2 resources down one side of the belt

If I could somehow mix compression with not needing garbage collection at the end, that would work. However, I'm going for a kind of modular design, so in this case, I'll have separate iron and cable modules feeding into a central part for circuits, and all of that together will make the EC module. ...
by Xarovin
Tue May 08, 2018 2:24 pm
Forum: Gameplay Help
Topic: Evenly split 2 resources down one side of the belt
Replies: 6
Views: 5005

Re: Evenly split 2 resources down one side of the belt

Thanks, that works great, much appreciated :)

Edit: Unfortunately it's super slow, and the ratio breaks if adding together multiple ones
by Xarovin
Tue May 08, 2018 1:47 pm
Forum: Gameplay Help
Topic: Evenly split 2 resources down one side of the belt
Replies: 6
Views: 5005

Evenly split 2 resources down one side of the belt

I'd like to get a perfect 3:1 item ratio on a single belt, 1 side needs to be all of one item, and the other side needs to be a 50% split. For the sake of explaining, I'm doing it on EC currently so using copper cable + iron, but it's not going to be limited to that. Input: 4 almost full blue belts ...
by Xarovin
Sat Oct 14, 2017 2:59 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 45598

Re: Friday Facts #212 - The GUI update (Part 1)

The thing is, the path isn't always the same. It shows you the path the train is currently on, but the path from one station to the next isn't always the same and can even change midway. Yeah I'm aware of that part, but I mean as a general idea it'd be nice to see the optimal route. I mean like for...
by Xarovin
Sat Oct 14, 2017 2:19 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 45598

Re: Friday Facts #212 - The GUI update (Part 1)

May have been suggested but the thread is 5 pages long - when adding a new station to the schedule, it'd be nice to see a path from the previous station.

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