Search found 5718 matches

by mrvn
Fri Sep 06, 2024 9:26 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31690

Re: Friday Facts #409 - Diminishing beacons

boskid wrote:
Thu Sep 05, 2024 3:31 am
Last one. Knowing this if you want 0 to be used instead, just add extra 0 at the end of table.
That would make it a beacon overload scenario, right? Any chance of getting a warning icon displayed over the factory then?
by mrvn
Wed Sep 04, 2024 11:07 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31690

Re: Friday Facts #409 - Diminishing beacons

I decided to use table because of modding: it makes it trivial because i do not care how complex are the expressions or if they are pre computed by someone in excel or in lua. Those lookups are so rare i could use anything else but given that it would have to be defined in data stage and evaluated ...
by mrvn
Wed Sep 04, 2024 11:03 pm
Forum: Fixed for 2.0
Topic: [1.1.87] Fluids get deleted when switching recipes but not when resetting recipes
Replies: 6
Views: 1371

Re: [1.1.87] Fluids get deleted when switching recipes but not when resetting recipes

DarkShadow44 wrote:
Wed Sep 04, 2024 4:52 pm
Iterate over all saved fluids - if there is a match for the current recipe, put it in. Everything else (or surplus) gets pushed out.
He mentioned that fluids can't be pushed out after deleting the fluid box. There is nothing to do the push with.
by mrvn
Wed Sep 04, 2024 11:01 pm
Forum: Fixed for 2.0
Topic: [1.1.87] Fluids get deleted when switching recipes but not when resetting recipes
Replies: 6
Views: 1371

Re: [1.1.87] Fluids get deleted when switching recipes but not when resetting recipes

Why not do the following: - first push all fluids away - remove all fluid boxes keeping a list of remaining fluids - add fluid boxes for new recipe (if there is a recipe and fluids) - put back remembered fluid if there are matching fluid boxes - forget about remaining fluids This would unify the alg...
by mrvn
Wed Sep 04, 2024 9:41 am
Forum: Ideas and Suggestions
Topic: Roboports should signal power problems
Replies: 1
Views: 166

Roboports should signal power problems

TL;DR Roboports should signal when roboports drop out of the logistic network due to lack of power. What ? The suggestion really is that simple. It should be possible to detect a logistic network has roboports with power problems using the circuit connection of a roboport. My suggestion is to emit ...
by mrvn
Wed Sep 04, 2024 8:48 am
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 117
Views: 18949

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

Could inserters be changed to idle and pick up from the end of the belt. A large problem I see is that inserters try to catch up to items on the belt and have to chase them. With fast belts the items speed exceeds the inserters speed and the item escapes. If the inserter would idle at the exit of th...
by mrvn
Wed Sep 04, 2024 8:24 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 460
Views: 62380

Re: Friday Facts #416 - Fluids 2.0

> Longer pipelines have higher throughput, but take longer to fully empty. Does that mean that if I put a bunch of tanks on the side of my pipeline the throughput increases? A tank is just a pipe with larger volume. So a tank just increases the buffer capacity of the segment, not the flow rate. Fro...
by mrvn
Wed Sep 04, 2024 7:07 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31690

Re: Friday Facts #409 - Diminishing beacons

Is a 1/sqrt(n) lookup table faster than doing the computation directly? Maybe if Lua I guess. Yes. Only the most simple functions will break even or be faster than a predictable memory load. But more importantly, having it as a table makes it trivially modable. I would rather say it depends. The bi...
by mrvn
Wed Sep 04, 2024 6:53 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31690

Re: Friday Facts #409 - Diminishing beacons

Do I read this right that placing a speed module inside a single beacon has 3 times the effect than placing it in the assembler itself? So in effect one should not place any (speed, efficiency) modules inside assemblers until 8 beacons have been used because that has less of an effect. Shouldn't the...
by mrvn
Wed Sep 04, 2024 5:37 am
Forum: Duplicates
Topic: [1.1.89] Assembler looses fluids when set_recipe() is called with a different recipe
Replies: 1
Views: 171

[1.1.89] Assembler looses fluids when set_recipe() is called with a different recipe

I'm working with a crafting combinator to change the recipe of an assembler via circuit logic and noticed a strange behavior regarding fluids: When I manually change the recipe of an assembler then the fluid currently in the assembler tries to flow into any connected fluid boxes. So a fairly empty p...
by mrvn
Wed Sep 04, 2024 4:30 am
Forum: Ideas and Suggestions
Topic: Add whitelist/blacklist to loaders
Replies: 3
Views: 601

Re: Add whitelist/blacklist to loaders

5 years have gone by. Is there any comment on this?
by mrvn
Sun Apr 28, 2024 2:26 pm
Forum: Bug Reports
Topic: [1.1.100] Path finding find suboptimal path and entities don't follow their path
Replies: 0
Views: 328

[1.1.100] Path finding find suboptimal path and entities don't follow their path

I'm playing a big game with Space Exploration and Transport Drone mods. The transport drones use the biter AI to find paths along roards and to go to location. In some layouts of the road the tranport drones get stuck trying to drive off the road or turn around in a circle for no reason. So I looked...
by mrvn
Wed Apr 24, 2024 8:49 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 24375

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

When I have a whole belt reader and a normal belt reader on the same segment how do I know which is which? It would be nice if the normal belt reader visually didn't connect to the railings for the whole belt reader. Can splitters get a circuit interface so they can be read, and maybe even more awso...
by mrvn
Wed Apr 24, 2024 8:30 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 24375

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Can one hover over a roboport, logistic chest or connected entity and then open the logistic view with the network for that entity pre-selected? Or will it always open with the network under the mouse (if there is one)? I assume with the minimap that only logistic networks on the current planet are ...
by mrvn
Wed Apr 24, 2024 8:17 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 21344

Re: Friday Facts #404 - Frustration not found

Nice improvement for the blueprint grid options. But "arrow" keys? The game moves with WASD, not arrow keys. On many laptops arrow keys are awkward to use. Is that so you can still move the player around while adjusting the grid? The grid parameters should work better out of the box. Why i...
by mrvn
Wed Apr 24, 2024 7:57 pm
Forum: Outdated/Not implemented
Topic: Suggestion: Circluar belts
Replies: 7
Views: 1121

Re: Suggestion: Circluar belts

Could one mod this by creating 2 half sized belts. I.e. having 2 belts going opposite ways and just reducing the footprint to 1 tile.
by mrvn
Wed Apr 24, 2024 7:54 pm
Forum: Combinator Creations
Topic: Precision generic fluid routing and splitting
Replies: 17
Views: 2649

Re: Precision generic fluid routing and splitting

A few thoughts on this: 1) Don't forget that the fluid system uses floating point arithmatic. It isn't precise. So it is totally possible that you sometimes loose a bit of fluid or even gain a bit of fluid. This might be 0.000001 fluid but if that gets left in the pipe somewhere then the next fluid ...
by mrvn
Fri Apr 19, 2024 6:14 am
Forum: Modding help
Topic: How to make an inventory that incudes the exact contents (slot by slot) in blueprints?
Replies: 2
Views: 507

Re: How to make an inventory that incudes the exact contents (slot by slot) in blueprints?

Did you already consider script inventories ? They can be resized if necessary, and you can loop over the slots just like it was a common inventory, so it is possible to preserve order. How would the user interact with that inventory? How would the blueprint include the contents of that inventory? ...
by mrvn
Thu Apr 18, 2024 9:05 pm
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 5908

Re: make more entity prototypes support rotation

when an entity has a square collision box rotation effectively is just a variation but if its not a square and the collision box also needs to adapt that would then be a rotation right? ignoring other things that would need to also adapt like potential fluidboxes, wire connection points, ... The bo...
by mrvn
Thu Apr 18, 2024 8:53 pm
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 5908

Re: make more entity prototypes support rotation

No, my need is an actually rotating chest that has a functional (where the LUA code then connects to an assembler) and visible (the graphics showing where it would connect) direction. I just mentioned that variations could be merged with direction because you brought up trees and resources and asked...

Go to advanced search