Search found 5679 matches
- Thu Mar 28, 2024 11:19 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 191
- Views: 20095
Re: Friday Facts #402 - Lightspeed circuits
3) Smoothing doesn't really crate new data, it's merely a reinterpretation of existing data. So, you know, you can probably just smooth the 100 or so visible data points on the production graph, when it's actually open, and call it good. to repeat again, i'm not talking about strictly speaking &quo...
- Tue Mar 26, 2024 8:58 pm
- Forum: Combinator Creations
- Topic: Liquid level regulator
- Replies: 7
- Views: 270
Re: Liquid level regulator
It's much easier to implement this with some chests or belts, inserters and a fish (or any item really). For each oil refinery recipe you make one chest or belt piece and connect it to a pump. If the fish is in it the pump turns on. Then you add the inserters to move the fish between those positions...
- Tue Mar 26, 2024 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 9
- Views: 331
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
The major issue is with modpacks, where the icons are often so similar to each other that trying to distinguish based on just the icon is hopeless. It should be settable per player in multiplayer games, and the name should localize for each player. Internally, the name should just be the icon, this...
- Mon Mar 25, 2024 5:59 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 319
- Views: 149459
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
- Mon Mar 25, 2024 5:57 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: It's nice when things come together [utitility-science-pack]
- Replies: 6
- Views: 1130
Re: It's nice when things come together [utitility-science-pack]
In that game all stations are layed out in columns the width of a train + curves and scaled to require a train maybe every 5-10 minutes. The copper stations needs far more trains than the other stations and is an outlier in the design. Hence why I said "to bring the train throughput more in li...
- Mon Mar 25, 2024 5:20 pm
- Forum: Modding help
- Topic: How much does a recipe with catalyst and probability produce?
- Replies: 1
- Views: 81
How much does a recipe with catalyst and probability produce?
Say I have a recipe that produces this: products = { { amount = 10, catalyst_amount = 4, name = "thing", probability = 0.7, type = "item" } } How many things would that produce on average per cycles with 20% productivity bonus? The productivity bonus of the assembler only affects...
- Mon Mar 25, 2024 12:06 pm
- Forum: Gameplay Help
- Topic: Trains: 2 lane 2 way
- Replies: 4
- Views: 243
Re: Trains: 2 lane 2 way
I guess the use for this is if a section of rail is increadably bursty? So everything wants to go one way, then everything wants to go the other way. Would a 3-lane system with a variable middle lane be easier to set up safely? Doubtful. Once you figure out how to program one lane safely you can du...
- Mon Mar 25, 2024 12:04 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: It's nice when things come together [utitility-science-pack]
- Replies: 6
- Views: 1130
Re: It's nice when things come together [utitility-science-pack]
I have been playing with this blueprint this WE and i found out, although it is very beautiful there are quite some ways to improve it : 1) This blueprint doesn't use module instead different tier of assembly are necessary to achieve ratios, this means it doesn''t scale well in the future. Didn't h...
- Mon Mar 25, 2024 11:38 am
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 9
- Views: 331
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
I'm the complete opposite, I use icons specifically so that I can fully define a train stop name in 2 characters. Having the item names show would completely defeat the point, and massively clutter my map view. I also use logi chests to denote provider/supplier station status, and having the name t...
- Mon Mar 25, 2024 11:37 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 319
- Views: 149459
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
- Mon Mar 25, 2024 11:34 am
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 114
- Views: 12948
Re: Friday Facts #403 - Train stops 2.0
Is there something we have missed? Another problem came up to my mind. I have a problem, where a train departs to a certain station, but in the middle of the trip it decides "I will go to a different one (with the same name)". It does this because the station, which it initially chooses, ...
- Mon Mar 25, 2024 12:53 am
- Forum: Ideas and Requests For Mods
- Topic: Science Overhaul
- Replies: 2
- Views: 161
Re: Science Overhaul
You could try changing the power source for the lab. You can make it use solid fuels, liquid fuels or heat iirc. You can place entities around or below the lab to convert things around. For example you can have an assembler there that has a recipe that takes a chip as ingredient and outputs a chip w...
- Mon Mar 25, 2024 12:45 am
- Forum: Ideas and Suggestions
- Topic: Blueprints should be available on game start.
- Replies: 22
- Views: 3577
Re: Blueprints should be available on game start.
The problem I have with this is mostly the Cut, Copy, paste, and Undo icons that get disabled when I create a new Offline game. I have played well over 6000 hours and I am not a New User. Saving some of these values in the Registry or a file would help prevent this. If it is in the Registry, I can ...
- Mon Mar 25, 2024 12:36 am
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 114
- Views: 12948
Re: Friday Facts #403 - Train stops 2.0
What if you are stranded in a train above a lake, and the trains around you are out of fuel so you can't walk your train to solid ground without plowing through other trains. Are you stuck, or can you parkour from train to train? They said you can do remote driving. I assume the "player pushes...
- Mon Mar 25, 2024 12:33 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 319
- Views: 149459
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
- Mon Mar 25, 2024 12:30 am
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 9
- Views: 331
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
The thing is that "item=" is the default of the icon selector. In cases where it displays text besides the image you can hide the text by using "img=". Which I think is only in chat messages now that I think about it. So don't go trying this out in places where you don't have tex...
- Sat Mar 23, 2024 4:50 pm
- Forum: Ideas and Suggestions
- Topic: High Temp Steam > Coal Liquefaction Bonus
- Replies: 5
- Views: 300
Re: High Temp Steam > Coal Liquefaction Bonus
Coal Liquefaction in Factorio is modeled on the Fischer–Tropsch process , and this process is running with temperatures between 150–300 °C. Higher temperatures don't just yield more, it's producing different output. Usually even less desired output. Factorio's simulation should not leave its real w...
- Sat Mar 23, 2024 4:42 pm
- Forum: Gameplay Help
- Topic: Trains: 2 lane 2 way
- Replies: 4
- Views: 243
Re: Trains: 2 lane 2 way
Something like this? timed-signal.png 0eNq9l92OmzAQhd/FtyWr8E9QtVL7BL3IXVUhAk4yEhhkTNQo4t1rQyAEEjreTXsTycE+jM83MzYXsstqWnJggoQXAknBKhL+vJAKDizO1H/iXFISEhA0JwZhca5GPIaMNAYBltLfJDSbXwahTIAA2q1vB+eI1fmOcjlhWKneIGImVkmR74DFouBStiwqubZg6oVSz/XeXIOcSWi7b658TQqcJt1zy1ASghdZtKPH+ARyvVy0h0xQ/iT2E3BRy3+GILoZq...
- Sat Mar 23, 2024 4:02 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 114
- Views: 12948
Re: Friday Facts #403 - Train stops 2.0
Is "Trains on the way" a list of all trains headed to a station with the same name or only trains headed to this exact station? When I rename a station and it is the only station with that name then the schedule of trains is changed to the new station. But when there are multiple stations ...
- Sat Mar 23, 2024 3:52 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 114
- Views: 12948
Re: Friday Facts #403 - Train stops 2.0
I love that you play with double headed trains. But have you ever build stations like this? train-deadlock.png Train stations can be palindrom. By having 2 stops trains can enter from either side and the cargo or fluid wagons are at the same location both ways (assuming your trains cargo and fluid w...