Search found 40 matches

by Necandum
Sat Nov 16, 2024 3:47 pm
Forum: Bug Reports
Topic: [2.0.17] Inconsistent Train Interrupt Condition Handling (Full Destination vs. No Path)
Replies: 2
Views: 464

Re: [2.0.17] Inconsistent Train Interrupt Condition Handling (Full Destination vs. No Path)


This does seem to be an issue with the idea of a "No path" interrupt. The train still departs the Depot, attempts to path to the "available" stop, fails, and after 1 second triggers the interrupt again. If I add a "Wait 1 second" condition to the Depot in the interrupt, that just means it repeats ...
by Necandum
Fri Nov 15, 2024 10:36 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.15] crafted biter nests lose quality when not fed then recaptured
Replies: 8
Views: 6818

Re: [Genhis][2.0.15] crafted biter nests lose quality when not fed then recaptured


I'm confused by this change.

Makes sense for recapturing lost nests, but... how do you even get a quality one in the first place now? Quality capture bots now don't do anything, any nest you capture is common, losing it and recapturing keeps it at common.

Seems nonsensical except if I'm missing ...
by Necandum
Tue Nov 12, 2024 11:37 pm
Forum: Bug Reports
Topic: [2.0.17] Inconsistent Train Interrupt Condition Handling (Full Destination vs. No Path)
Replies: 2
Views: 464

[2.0.17] Inconsistent Train Interrupt Condition Handling (Full Destination vs. No Path)

Not sure if this is a bug or an intended compromise. Apologies if the latter.

Summary: Interrupt condition handling (specifically evaluating if train is at a stop) appears different if the next station is full or if no path can be found.

What I did

Create Pick-up and Depot stations.
Set Pick ...
by Necandum
Thu Nov 07, 2024 9:14 am
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 1352

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated



Answer would be 2 A. Same as current System


The result being the same is just an accident. 2 * 2 = 2 ^ 2, but multiplication isn't exponentiation. A broken clock is right twice a day. Your proposed system makes no sense. To get the behavior you want just use [every] instead of [each] for this ...
by Necandum
Thu Nov 07, 2024 9:07 am
Forum: Duplicates
Topic: [2.0.15] Space platform tiles persisting in map view despite deconstruction
Replies: 2
Views: 262

Re: [2.0.15] Space Platform Tiles Persisting in Map View Despite Deconstruction

Apologies and thanks for the answer, I wasn't able to find the other on a search. Love your work!
by Necandum
Thu Nov 07, 2024 8:09 am
Forum: Show your Creations
Topic: New to circuits (since SE...), what do you think about this asteroid contrl logic?
Replies: 4
Views: 1269

Re: New to circuits (since SE...), what do you think about this asteroid contrl logic?

Is nice, I've basically done the same thing with the collectors. Minor difference that you might find nice: to save space/combinators, I've run a wire from a single combinator to all the collector set-ups, so don't need a new constant combinator every time. I've also changed the ratio to buffer more ...
by Necandum
Thu Nov 07, 2024 4:46 am
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 1352

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated


ORs are not a boundary of combinator. Having conditions "[X]=1 OR [Y] = 2 output Z=1" under this interpretation would no longer be deciding if condition on the left side is true, but how many times it is true. That case would then be expected to output Z=2 when inputs were X=1,Y=2. This is just ...
by Necandum
Thu Nov 07, 2024 4:31 am
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 1352

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated



The output should be two of every signal that was passed...


No, if the full logic on the left evaluates to true, then you get the output on the right (once, except if each exists somewhere).



Qon kindly explained how the system now works, and I'm pretty sure I understand it fully.


I'm ...
by Necandum
Wed Nov 06, 2024 12:26 pm
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 1352

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated

Thanks for the detailed answer boskid! Its always good to hear the intricacies from a person neck deep in the codebase. And thank you for entertaining these questions.


There is nothing here to reconsider. [Each] signal is for working with vectors of signsls (frames of signals) where you want the ...
by Necandum
Wed Nov 06, 2024 12:08 am
Forum: Duplicates
Topic: [2.0.15] Space platform tiles persisting in map view despite deconstruction
Replies: 2
Views: 262

[2.0.15] Space platform tiles persisting in map view despite deconstruction

What I did:
While playing around with platform weight, I set order to construct a long string of platform tile from the back of my ship, while it was in transit. Just as the ship was transitioning from interplanet space to Nauvis orbit, I deconstructed the string in several passes, starting ...
by Necandum
Tue Nov 05, 2024 11:06 pm
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 1352

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated


Not a bug. https://forums.factorio.com/viewtopic.php?p=631944#p631944

Most likely you are confused about which exact special signal you want to use, it seems you actually want [Everything] signal.


I've had read of that thread, and a few more linked over time. Apologies, I search for similar ...
by Necandum
Tue Nov 05, 2024 1:50 pm
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 1352

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated

Another oddity. One would think the second situation would only output a single green.
by Necandum
Tue Nov 05, 2024 1:29 pm
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 1352

[2.0.14] Combinators: EACH not allowing condition to be evaluated

I have created the following combinator (in attached image).

Conditions:
[dot] < 500
OR
EACH < 0

OUTPUT [dot](1)

There is currently no input or output to the combinator.

Given the conditions are combined by an 'OR', if one is true, I would expect the combinator to output 1 [dot].
I also ...
by Necandum
Thu Oct 31, 2024 4:18 am
Forum: Ideas and Suggestions
Topic: Cargo landing pad logistics are terrible
Replies: 21
Views: 6126

Re: Cargo landing pad logistics are terrible





I agree its a weakness that certain goods cannot be reserved by a platform for its own use, and requests cannot be set by the circuit network.


I think a nice solution would be to have two separate inventories for the space platform. One which acts like a storage container (e.g. not auto ...
by Necandum
Thu Oct 31, 2024 1:06 am
Forum: Not a bug
Topic: [Kovarex] [2.0.10] Named Parameterised Fields Dissapearing
Replies: 2
Views: 205

Re: [Kovarex] [2.0.10] Named Parameterised Fields Dissapearing

Thank you for the reply.

I sadly suspected there wasn't an easy workaround, but my reason for the report was that it 'feels' janky: the fields disappears without warning and its disappearance is not linked to the action which causes the disappearance.

Given that, it might benefit some users to ...
by Necandum
Thu Oct 31, 2024 12:59 am
Forum: Not a bug
Topic: [Kovarex] [2.0.10] Parameterisation not available for item requests
Replies: 2
Views: 269

Re: [Kovarex] [2.0.10] Parameterisation not available for item requests

Very fair, thank you for the reply and for introducing parameterisation.
by Necandum
Thu Oct 31, 2024 12:58 am
Forum: Not a bug
Topic: [2.0.12] Crash during autosave while editing speaker entity
Replies: 3
Views: 225

Re: [2.0.12] Crash during autosave while editing speaker entity

My bad, thanks for the reply. I will resolve the bug with a better PC.
by Necandum
Thu Oct 31, 2024 12:50 am
Forum: Ideas and Suggestions
Topic: Cargo landing pad logistics are terrible
Replies: 21
Views: 6126

Re: Cargo landing pad logistics are terrible



I agree its a weakness that certain goods cannot be reserved by a platform for its own use, and requests cannot be set by the circuit network.


I think a nice solution would be to have two separate inventories for the space platform. One which acts like a storage container (e.g. not auto ...
by Necandum
Wed Oct 30, 2024 1:40 am
Forum: Ideas and Suggestions
Topic: [2.0.11] Cannot place blueprints/ghosts half on water half off water without using landfill in "non-super-force" mode.
Replies: 10
Views: 917

Re: [2.0.11] Cannot place blueprints/ghosts half on water half off water without using landfill in "non-super-force" mod

I would second that that I would have expected landfill to only be autoplaced in super-force mode.

Thanks for the tip about the appropriate decon setting to be in the tile tab, I was looking in the wrong places for something that would do the job.
by Necandum
Tue Oct 29, 2024 12:05 pm
Forum: Ideas and Suggestions
Topic: Cargo landing pad logistics are terrible
Replies: 21
Views: 6126

Re: Cargo landing pad logistics are terrible

I agree its a weakness that certain goods cannot be reserved by a platform for its own use, and requests cannot be set by the circuit network.

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