Search found 30 matches
- Sat Nov 16, 2024 2:21 am
- Forum: Not a bug
- Topic: [2.0.15] Inventory quantities doubling in value for space platform
- Replies: 4
- Views: 252
Re: Inventory quantities doubling in value for space platform [2.0.15 PC]
The problem is that the paltform is both an autput and input SIMULTANIOUSLY. If you had the 2 network wires, and connected them to a power pole only, it would still output to both networks, and both networks would be an input to the platform as well, with the total signals the platform recieves bein...
- Fri Nov 15, 2024 8:39 am
- Forum: Not a bug
- Topic: [2.0.15] Inventory quantities doubling in value for space platform
- Replies: 4
- Views: 252
Re: Inventory quantities doubling in value for space platform [2.0.15 PC]
You have both red and a green circuit attatched to the platform. You have both read content and send to platform active. The paltform is reading the contents, sending that as signals to both the green and red circuits, and both the green and red cirquits are feeding it back to the platform, doubling...
- Fri Nov 15, 2024 7:44 am
- Forum: Gameplay Help
- Topic: how do i include construction requests as part of the logisics request
- Replies: 2
- Views: 191
Re: how do i include construction requests as part of the logisics request
Can confirm, Roboports have a circuit mode called 'read logistics network requests', but that reads only what logistics bots need to deliver to players/chests/verhicles etc., not what is required for building. Serenity mey have been refering to this mod: https://mods.factorio.com/mod/GhostScanner Bu...
- Fri Nov 15, 2024 3:19 am
- Forum: Bug Reports
- Topic: [2.0.15] Signal Parameter in a signal not equals interrupt does not behave as expected.
- Replies: 0
- Views: 68
[2.0.15] Signal Parameter in a signal not equals interrupt does not behave as expected.
I have a train that uses a signal sent to the station to dynamically tell it which loading station to go to. That station also reads the train ID on Signal_T. To prevent it from going to a [L]Signal_T station, I added the following interrupt condition in an AND stack: Cirquit Signal parameter Not eq...
- Sat Nov 02, 2024 12:48 am
- Forum: Gameplay Help
- Topic: How can I mass delete a specific item from all BPs in a book? [solved]
- Replies: 1
- Views: 238
Re: How can I mass delete a specific item from all BPs in a book?
In the tradition of blacksmiths; if the tools don't exist, make them. Included is python code to do exactly as I stated: import a BP string, remove the entities specefied (names are case sensitive), fix the entity indexing due to deleted entities, and convert back to a BP string. #!/usr/bin/env pyth...
- Fri Nov 01, 2024 6:38 pm
- Forum: Gameplay Help
- Topic: How can I mass delete a specific item from all BPs in a book? [solved]
- Replies: 1
- Views: 238
How can I mass delete a specific item from all BPs in a book? [solved]
Hey everyone, I'm looking for a little help with deleting specific items/buildings from every BP in a book. I have a railbook with a lot of different blueprints for rail sections, and I want to make variations on it. (no laser defence, no roboports, no power poles). I've basically completed the vers...
- Mon Jul 08, 2024 1:15 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 74838
Re: Friday Facts #416 - Fluids 2.0
I have... mixed feelings on this one. On the one hand, the pipe unpridictability could indeed be quite frustrating. On the other hand: having to think about pump/tank placements for optimal throughput, having to run multipel parralell lines to increase througput, and having to add 'represurization' ...
- Mon Jun 17, 2024 10:42 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 18991
Re: Friday Facts #415 - Fix, Improve, Optimize
Re: The robot issues. One of the problems with this I have noticed, is that construction robots seem to just outright ignore the fact that they can carry more than one object, regardless of how much you've researched their storage upgrades. So construction robots will only ever build 1 building, re...
- Mon Jun 17, 2024 10:28 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 18991
Re: Friday Facts #415 - Fix, Improve, Optimize
So about the latest optimizations to the roboport algorithm. First off, that is amazing, cudos. But I'm wondering if there aren't some further optimizations to be had. Roboport networks are rarely fully stuffed with drones, and big networks are mostly to be able to cover a wider area, rahter than to...
- Sat Mar 16, 2024 5:45 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 35410
Re: Friday Facts #402 - Lightspeed circuits
I don't think radar signals are for people who are already using factory-wide signal networks. They are probably primarily intended at players who use circuit-wired rail blueprints "because", never use it, until at some point late in they find a usecase and then find out there are too man...
- Sat Mar 16, 2024 3:22 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 35410
Re: Friday Facts #402 - Lightspeed circuits
Is there a mod that implements the radar feature in the current version of the game? Yes. I don't know for sure which one, but the current modpack for "space exploration" has a uplink/downlink pair of machines with an infinite number of named channels. Not sure if they're available as a s...
- Sat Mar 16, 2024 3:11 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 35410
Re: Friday Facts #402 - Lightspeed circuits
Currently, I don't see a compelling use case for use signal transmission by radar - the same as with far reaching wire. At least not globally from every outpost, since all signals from all connected outposts are merged, so you don't know what outpost sent which signal. You need to have some kind of...
- Sun Nov 12, 2023 11:06 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 69892
Re: Friday Facts #384 - Combinators 2.0
First off, LOVE it! Before, there was no way to select select out a single signal, if there were multiple signals with the same value, and you and no other source telleing you what signal to use. This sounds convoluted, so let me explain: I had a bunch of random signals, and I wanted to select the s...
- Sun Nov 05, 2023 4:16 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 174
- Views: 42070
Re: Friday Facts #383 - Super force building
THANK YOU! I've been playing with the "ghosts on water" mod, which would convert a blueprint to an alternate with alt ghosts, that would place the landfill first and then convert to regular ghosts when done. Not only was this mod essesntial in Space Exploration, but it had a few little qui...
- Wed Oct 04, 2023 3:41 pm
- Forum: Logistic Train Network
- Topic: Letting train leave if the station is missing requested items?
- Replies: 5
- Views: 1323
Re: Letting train leave if the station is missing requested items?
The workaround with the delivery combinatie works quite well. As to your question, it varies a lot. Using the Space Exploration mod, and I'm basically supplying all the items available in the 'space mall'. Varying length space pipes, the withe belts, all the components of the space ships, wide area ...
- Tue Oct 03, 2023 7:19 pm
- Forum: Logistic Train Network
- Topic: Letting train leave if the station is missing requested items?
- Replies: 5
- Views: 1323
Re: Letting train leave if the station is missing requested items?
That does not adress the main edge case I am experiencing: Station A requests 1000 of X. Station B(problem station) contains 3 of X. Train with 4 cargo wagons is dispatched to Station B to pick up 3 of X. Staton B recieves 2 more of X from the factory. Second train with 4 cargo wagons is dispatched ...
- Sun Oct 01, 2023 3:03 pm
- Forum: Logistic Train Network
- Topic: Letting train leave if the station is missing requested items?
- Replies: 5
- Views: 1323
Letting train leave if the station is missing requested items?
Hi all, Sometimes, my stations will not have the items needed/requested by the train. This could be because I used logistics chests for the storage at the sation, and some got picked up by bots before the train arrived. Or I had a low provider threshold, a previous train took more items that it stri...
- Fri Aug 25, 2023 6:24 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99268
Re: Friday Facts #373 - Factorio: Space Age
I'm wondering something about optimisation. Factorio as a game is incredibly well made from an optimisation standppoint, and in previous blog posts, the difficulties about implementing multi-threading were discussed. The game already makes use of a remarkable amount of multi-threading, but there are...
- Mon Aug 21, 2023 6:48 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 420
- Views: 275375
Re: Performance optimization - post your saves
Would it help to put multiple inserters behind a single logic combinator? As in, if i have 32 inserters with an everything>0 setting on the same network, instead isolating the inserters to their own network, giving them a check=1, and a everything>0 logic combinator outputing a check=1 as the only i...
- Mon Aug 21, 2023 5:19 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 420
- Views: 275375
Re: Performance optimization - post your saves
Got one, maybe. This is a modded save with Space Exploration and Logistics Train Networks. have 4ms times for trains and 10ms times for entity updates, which is fair I think. Electric network update times is +2ms even though I'm mostly switched to solar, but the large amount of consumers that's pret...