Search found 851 matches

by quyxkh
Tue Jul 21, 2020 10:26 pm
Forum: Ideas and Suggestions
Topic: Suggestion: Improve Multiplayer "Connect to Address"
Replies: 6
Views: 207

Re: Suggestion: Improve Multiplayer "Connect to Address"

One way you could do this is to tie the stored credentials to the server, the password and the authorized user, so the server can see a hash code and verify that it's the hash code it would have given that specific user without giving away any secrets. The server can have its own secret id along wit...
by quyxkh
Mon Jun 22, 2020 2:34 am
Forum: Duplicates
Topic: One-tick circuit signal will trigger an inserter if it takes from a chest but not if it takes from a belt [0.18.32]
Replies: 2
Views: 91

Re: One-tick circuit signal will trigger an inserter if it takes from a chest but not if it takes from a belt [0.18.32]

If you disable the inserter before it actually picks something up, it doesn't pick anything up. From belts, it has to chase a moving item, that takes some time. This is a pretty brute force 7-tick pulse generator, toggle the constant combinator, sometimes the inserter manages to chase its target dow...
by quyxkh
Tue Jun 02, 2020 9:24 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 9277

Re: Friday Facts #349 - The 1.0 plan

Please restore the function serializing on save. I use a global table to tie e.g. selection and timer events to the right response. I can't find any sane way to handle this, closest I can get is a separate ~on-reload~ table holding dumped functions, but I can't restore the gutted global table on lo...
by quyxkh
Tue Jun 02, 2020 9:07 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 9277

Re: Friday Facts #349 - The 1.0 plan

Please restore the function serializing on save. I use a global table to tie e.g. selection and timer events to the right response. I can't find any sane way to handle this, closest I can get is a separate ~on-reload~ table holding dumped functions, but I can't restore the gutted global table on loa...
by quyxkh
Thu May 21, 2020 5:16 pm
Forum: Combinator Creations
Topic: Combinator mesuring belt throughput
Replies: 25
Views: 27959

Re: Combinator mesuring belt throughput

Running average here: https://forums.factorio.com/viewtopic.php?f=18&t=57857&p=344103&hilit=+running+average+#p344103 Just a note, ((n-1)/n)^n converges on 1/e, so the interval you set in that is responsible for about 63% of the result, prior history accounts for ~37%. So it's a "mostly the last n ...
by quyxkh
Fri May 15, 2020 11:14 pm
Forum: Ideas and Suggestions
Topic: Ability to show UPS of the server
Replies: 9
Views: 344

Re: Ability to show UPS of the server

Do you mean you want to see how fast you're catching up when you first connect? If your rig can run a map at 62UPS running flat-out and the server's doing the usual 60 it might take a long time to catch up to a really big map, iirc the client shows the catch-up speed (the made-up 62 here) until it's...
by quyxkh
Wed May 13, 2020 1:28 am
Forum: Gameplay Help
Topic: Looking for a specific combinator setup
Replies: 17
Views: 707

Re: Looking for a specific combinator setup

Here's the basic idea: snap@T1247247=896x976-44.25-5,z2.jpg 0eNrNWF2zojgQ/S953IJbJKCoNbO/Yt+2pqgoraYGEioJ7rq3/O+bgB+Iyb3AOM68aAWS0+k+h5OGd7Quaqgk4xqt3hHbCK7Q6u93pNiO08Je08cK0AoxDSUKEKelHUnKCnQKEOM5/ItW+BR8vkSsRSWk7iwjp28BAq6ZZtCGbQbHjNflGqTBva5W2oTc7XXYRA5QJZRZJbgNZ5DCJEBH87c42Z30UMhYlLkLJb6iWBAeKi0...
by quyxkh
Sat May 09, 2020 3:55 pm
Forum: Gameplay Help
Topic: Train stop on 2-way train track 'overrides' chain signals? [solved]
Replies: 6
Views: 302

Re: Train stop on 2-way train track 'overrides' chain signals? Any solutions?

Is there perhaps a way to force the train to look past the station to see if the next bay is free before it can depart to the station? You can put signals in to get that effect: snap@T695028=3664x992+116-82,z2.jpg The two new signals are wired to their downstream chain signals, and they're set to c...
by quyxkh
Wed May 06, 2020 9:25 pm
Forum: Gameplay Help
Topic: trains . signaling whats wrong .
Replies: 14
Views: 603

Re: trains . signaling whats wrong .

Going with your 10x, if you only need 10% of theoretical max throughput two-way track is good engineering. Three wagons is 6K ore, three of those trains a minute is enough to keep up with that outpost, the one-track spur's fine, that leaves ten seconds for a train to get in and another ten to get ou...
by quyxkh
Tue May 05, 2020 11:55 pm
Forum: Modding help
Topic: Crash when writing to file via loop or control.lua
Replies: 9
Views: 412

Re: Crash when writing to file via loop or control.lua

`game.player` is only defined in console-invoked commands, see its docs. You want `game.players[event.player_index]` in event handlers.

edit: aaaannnd I didn't notice the "on_tick" there, as others point out later ticks aren't player-specific. Sorry for adding yet more blindspotting to the thread.
by quyxkh
Tue May 05, 2020 11:31 pm
Forum: Gameplay Help
Topic: trains . signaling whats wrong .
Replies: 14
Views: 603

Re: trains . signaling whats wrong .

Getting what you're showing there is not easy. Trains will repath when they see (i.e. when their braking point reaches) a red signal, so when the incoming train saw the signal it's stopped at, it repathed. And took that path anyway. Only way I can see that happening is if it was moving slow enough t...
by quyxkh
Mon May 04, 2020 1:48 am
Forum: Ideas and Suggestions
Topic: better compression algorithm for saves and mods
Replies: 25
Views: 885

Re: better compression algorithm for saves and mods

I just did a quick check on a 200+MB save, a .tar.xz wound up only 25% smaller than the .zip. A desync report is basically just two saves and some notes, right? Doesn't look like the astoundingly-slow compression will save enough to get many reports across any particular feasibility barrier. xz prod...
by quyxkh
Sat May 02, 2020 8:21 pm
Forum: Not a bug
Topic: [0.18.22] Undo not as expected
Replies: 2
Views: 141

Re: [0.18.22] Undo not as expected

Your undo stack is things you could telll construction bots to do. If they can construct it, they can deconstruct it and (usually, but I think they won't plant trees) vice versa, but they can't un-shoot or un-shred or un-smelt things for you.
by quyxkh
Fri May 01, 2020 8:54 pm
Forum: Gameplay Help
Topic: Delete empty blueprints from inventory
Replies: 15
Views: 1059

Re: Delete empty blueprints from inventory

It does not seem possible to create a new, empty, blueprint any longer, so only those legacy empty ones might remain. Blueprints used to automatically take an inventory slot for themselves. now only completed ones do it automatically. But you can drop an empty one in your inventory if you want (I d...
by quyxkh
Wed Apr 29, 2020 10:01 pm
Forum: This Forum
Topic: Post disapproved for cryptic reasons
Replies: 5
Views: 307

Re: Post disapproved for cryptic reasons

Loewchen wrote:
Wed Apr 29, 2020 9:23 pm
I filled out the internal reason instead of the external one. In your case i did not approve it because you continued a discussion that ended 4 years ago.
So it really was a cryptic reason, then?
by quyxkh
Wed Apr 29, 2020 8:44 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: A comparison of lane balancers
Replies: 10
Views: 3067

Re: A comparison of lane balancers

From reddit:
snap@T235835=480x592+2677-1642.25,z2.jpg
snap@T235835=480x592+2677-1642.25,z2.jpg (25.07 KiB) Viewed 1161 times
The trick is just read-hold downstream of everything < 5 on a sideloading corner.
by quyxkh
Tue Apr 28, 2020 7:26 pm
Forum: Balancing
Topic: Destroyers require a buff
Replies: 9
Views: 913

Re: Destroyers require a buff

Yeah. The worm revamp turned them into the customers and you the bear in a shooting gallery where the guns drown you in acid-feces contact cement. Getting to shoot back doesn't make that fun for me. There is nothing on this or any earth less entertaining to use than standoff weaponry.
by quyxkh
Sun Apr 26, 2020 7:30 am
Forum: Gameplay Help
Topic: Balancers in endgame
Replies: 6
Views: 421

Re: Balancers in endgame

Run your splitters the other way, splitters used for merging can only fill holes, the way I think of them is they're moving the holes away from the drain.
by quyxkh
Sun Apr 26, 2020 1:52 am
Forum: Gameplay Help
Topic: Stuck at lubricant production
Replies: 13
Views: 661

Re: Stuck at lubricant production

I run one wire through the three tanks and the two pumps feeding the crackers, crack heavy when heavy > light, crack light when light > gas.

It's basically never bad to stockpile rocket fuel and P3/S3 modules.
by quyxkh
Fri Apr 24, 2020 9:50 pm
Forum: Ideas and Suggestions
Topic: Else output for decider combinator
Replies: 30
Views: 1791

Re: Else output for decider combinator

This forum is the place to make such arguments. Anybody can check whether what I said is true. If I'm wrong, show the counterexample. Making wild, unfounded claims and then putting the effort to prove you wrong on the other person is not how you make an argument. It's absurd. By that logic, "there ...

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