Search found 361 matches

by torne
Wed Apr 09, 2025 8:43 pm
Forum: Gameplay Help
Topic: mining drill bug?
Replies: 4
Views: 265

Re: mining drill bug?

The information that appears in the sidebar when you point at a machine does not tell you the current electricity consumption - only the maximum (and minimum if it's not zero), so nothing in your screenshot shows how much power it's consuming right now.

You need to look in the electric network info ...
by torne
Tue Mar 18, 2025 12:44 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Replies: 26
Views: 4966

Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!

This is a super useful tool, but I had two issues with using the blueprint below:

1. The auto launch blueprint only includes 746 foundations, but the full blueprint has 839, so this ends up being exactly 50 foundations short after the manual launches.

2. The auto launch blueprint contains 10 rare ...
by torne
Wed Mar 12, 2025 8:51 pm
Forum: Gameplay Help
Topic: Train interruption exceeds train limit
Replies: 17
Views: 763

Re: Train interruption exceeds train limit


Well, the cycle starts with an empty train. Its purpose is to carry material, so put as static schedule entry the loading station. Call all loading stations with the same train layout the same name, so the train will pick some open loading station, no matter the material.

...

This is what was ...
by torne
Fri Feb 21, 2025 3:05 pm
Forum: Gameplay Help
Topic: Can't leave caches for local network to repair defences unless I remove all logistics drones
Replies: 2
Views: 224

Re: Can't leave caches for local network to repair defences unless I remove all logistics drones

In most setups for outposts/wall repairs you just wouldn't have any logistics robots in those networks. Supplies would come in by train and be unloaded directly into storage/passive provider chests for the construction robots to use.
by torne
Thu Feb 20, 2025 11:03 pm
Forum: Balancing
Topic: Please, decrease power consumption for burner inserter
Replies: 15
Views: 1123

Re: Please, decrease power consumption for burner inserter


And how I have to look? The big power consumption removes any benefits of burner inserter. There is the differences:


Yes, if you only supply the exact amount of fuel needed by the boilers themselves then you won't have enough fuel to also supply the burner inserters while still running the ...
by torne
Wed Feb 19, 2025 1:34 pm
Forum: Gameplay Help
Topic: Personal roboport not working
Replies: 5
Views: 429

Re: Personal roboport not working

"personal logistics" in the inventory controls whether the logistics robots in your base's roboport network will deliver items from the base to your inventory and take items from your inventory trash slots to base storage. This doesn't have anything to do with personal roboports in your armour or ...
by torne
Sat Feb 08, 2025 2:21 am
Forum: Gameplay Help
Topic: figuring out suitable amount of turbines for 32x reactor core?
Replies: 10
Views: 720

Re: figuring out suitable amount of turbines for 32x reactor core?

The reactor bonus is only applied if the reactors are fully aligned with other.
by torne
Sat Feb 08, 2025 12:23 am
Forum: Gameplay Help
Topic: figuring out suitable amount of turbines for 32x reactor core?
Replies: 10
Views: 720

Re: figuring out suitable amount of turbines for 32x reactor core?


I thought the reactor bonus would compensate for this. Am not a fan of infinitely wide designs.


A 2xN reactor always has three neighbours for every reactor except for the four on the "corners" which only have two. It's not possible for a different shape to equal this while still leaving every ...
by torne
Thu Feb 06, 2025 10:40 pm
Forum: Modding interface requests
Topic: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes
Replies: 22
Views: 1195

Re: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes

It would still happen if a pipe in between happened to get removed first; once that happens there are two separate fluid systems and it doesn't matter how the fluid flow works. Pushing the fluid out when marked for deconstruction avoids that.
by torne
Thu Feb 06, 2025 10:05 pm
Forum: Modding interface requests
Topic: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes
Replies: 22
Views: 1195

Re: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes

There's only a few meaningfully different scenarios here:

1. The fluid system has enough spare space to hold all the fluid in the marked-for-deconstruction entities. With the current system no fluid is lost in this case, regardless of whether the deconstruction is cancelled or goes ahead. With the ...
by torne
Thu Feb 06, 2025 9:05 pm
Forum: Modding interface requests
Topic: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes
Replies: 22
Views: 1195

Re: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes


So then why does it happen when marked for deconstruction? You can accidentally right click on a tank while in map view, or mark a few too many entities for deconstruction. Flushing entities when marked for deconstruction makes less sense than doing it when actually deconstructed. I see no reason ...
by torne
Wed Jan 29, 2025 6:56 pm
Forum: Gameplay Help
Topic: need help for a Mega Mall feature.
Replies: 6
Views: 461

Re: need help for a Mega Mall feature.

Ah yes, if you have the same limit for all items then Muche's method of outputting an RGB color value per-item using "each" and then having the lamp pick up its color from the appropriate item signal works. I haven't used this since it was added so forgot it existed now.

You can make this work for ...
by torne
Wed Jan 29, 2025 6:48 pm
Forum: Ideas and Suggestions
Topic: Logistic requests - "inf" behaves as "none" rather than infinity
Replies: 9
Views: 815

Re: Logistic requests - "inf" behaves as "none" rather than infinity

Ah, you are correct, sorry! I had never noticed that case before, and I must have tested it wrong.

So, yeah, "trash unrequested" does handle requested items with no autotrash threshold differently than requested items with a specific autotrash threshold, and thus the two thresholds are not handled ...
by torne
Wed Jan 29, 2025 6:17 pm
Forum: Gameplay Help
Topic: need help for a Mega Mall feature.
Replies: 6
Views: 461

Re: need help for a Mega Mall feature.

The simplest thing you can do to reduce it to just *one* combinator each is to have a single constant combinator outputting "green=1", connected to all of the lamps (using whichever color of wire you aren't using to connect each lamp to its decider), and then only have the decider that outputs red ...
by torne
Wed Jan 22, 2025 1:16 am
Forum: Ideas and Suggestions
Topic: Logistic requests - "inf" behaves as "none" rather than infinity
Replies: 9
Views: 815

Re: Logistic requests - "inf" behaves as "none" rather than infinity


Just came across this issue. I quickly added some requests for boilers as "from 0 to inf" with goal of refactoring my power plant. I wanted to prohibit robots from immediately taking away picked up machines. Well, it didn't work. I had to manually set the maximum limit to some arbitrary finite ...
by torne
Fri Jan 17, 2025 9:16 pm
Forum: Modding help
Topic: Selector combinator option
Replies: 2
Views: 234

Re: Selector combinator option

No, it is not possible to change the behavior of combinators in mods.

What you can do:
- define custom entities that look like combinators but process their inputs/outputs with lua, but this can cause performance issues as the code has to run every tick
- define custom entities that actually create ...
by torne
Thu Jan 16, 2025 10:44 pm
Forum: Gameplay Help
Topic: Modules are disappearing when they're supposed to be dropped to Fulgora planet
Replies: 4
Views: 516

Re: Modules are disappearing when they're supposed to be dropped to Fulgora planet


Well, the modules eventually got filled. I am still not sure what happened. The game acted like I had dozens and dozens of Speed1 requests. But I was delivering loads of 50, 100 modules across multiple trips and they just kept "disappearing" into thin air. There's NO way I had that many requests ...
by torne
Tue Jan 14, 2025 9:31 pm
Forum: Ideas and Requests For Mods
Topic: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
Replies: 8
Views: 1036

Re: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.


You can see in the various modding descriptions - like the link you posted - that the information is there. It has a name! You can see the value in the game! But why can't I change it? Where does it get this information from? Why 5? Why 10? Why this complicated bs: "The number of science packs ...
by torne
Sat Dec 28, 2024 4:09 pm
Forum: Not a bug
Topic: [2.0.28] Burner inserters stuck without fuel
Replies: 3
Views: 311

Re: [2.0.28] Burner inserters stuck without fuel

Burner inserters are too slow for blue belts unless the items are backed up so they aren't moving most of the time. They use up all their energy chasing after items that they don't manage to catch up to before they move onto the next belt tile.

Regular speed electric inserters are also too slow for ...
by torne
Tue Aug 13, 2024 5:49 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 439
Views: 256082

Re: Multithreading shower thoughts


Anyway... first I got a question: if you play multiplayer, does every player needs to compute the entire game, or is sufficient to have a super beefy host to do all the computations and the other players can be "thin clients" who just get the results and need to compute only graphics.

Every ...

Go to advanced search