Search found 5679 matches

by mrvn
Thu Mar 28, 2024 11:19 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 188
Views: 19856

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...
by mrvn
Tue Mar 26, 2024 8:58 pm
Forum: Combinator Creations
Topic: Liquid level regulator
Replies: 6
Views: 229

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...
by mrvn
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: 325

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...
by mrvn
Mon Mar 25, 2024 5:59 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 319
Views: 149394

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...
by mrvn
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: 1125

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...
by mrvn
Mon Mar 25, 2024 5:20 pm
Forum: Modding help
Topic: How much does a recipe with catalyst and probability produce?
Replies: 1
Views: 80

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...
by mrvn
Mon Mar 25, 2024 12:06 pm
Forum: Gameplay Help
Topic: Trains: 2 lane 2 way
Replies: 4
Views: 238

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...
by mrvn
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: 1125

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...
by mrvn
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: 325

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...
by mrvn
Mon Mar 25, 2024 11:37 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 319
Views: 149394

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...
by mrvn
Mon Mar 25, 2024 11:34 am
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 111
Views: 12589

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, ...
by mrvn
Mon Mar 25, 2024 12:53 am
Forum: Ideas and Requests For Mods
Topic: Science Overhaul
Replies: 2
Views: 160

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...
by mrvn
Mon Mar 25, 2024 12:45 am
Forum: Ideas and Suggestions
Topic: Blueprints should be available on game start.
Replies: 22
Views: 3570

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 ...
by mrvn
Mon Mar 25, 2024 12:36 am
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 111
Views: 12589

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...
by mrvn
Mon Mar 25, 2024 12:33 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 319
Views: 149394

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...
by mrvn
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: 325

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...
by mrvn
Sat Mar 23, 2024 4:50 pm
Forum: Ideas and Suggestions
Topic: High Temp Steam > Coal Liquefaction Bonus
Replies: 5
Views: 299

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...
by mrvn
Sat Mar 23, 2024 4:42 pm
Forum: Gameplay Help
Topic: Trains: 2 lane 2 way
Replies: 4
Views: 238

Re: Trains: 2 lane 2 way

Something like this? timed-signal.png 0eNq9l92OmzAQhd/FtyWr8E9QtVL7BL3IXVUhAk4yEhhkTNQo4t1rQyAEEjreTXsTycE+jM83MzYXsstqWnJggoQXAknBKhL+vJAKDizO1H/iXFISEhA0JwZhca5GPIaMNAYBltLfJDSbXwahTIAA2q1vB+eI1fmOcjlhWKneIGImVkmR74DFouBStiwqubZg6oVSz/XeXIOcSWi7b658TQqcJt1zy1ASghdZtKPH+ARyvVy0h0xQ/iT2E3BRy3+GILoZq...
by mrvn
Sat Mar 23, 2024 4:02 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 111
Views: 12589

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 ...
by mrvn
Sat Mar 23, 2024 3:52 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 111
Views: 12589

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...

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