Search found 340 matches
- Fri Jan 19, 2024 4:43 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 19553
Re: Friday Facts #394 - Assembler flipping and circuit control
From the FFF: When copy and pasting from one machine to another (though this won't change the direction, just the flipped nature of the pipe connections) If the copy-paste does not alter the rotation, then it should also not alter the flip. Copy-paste of this type everywhere else in the game only ch...
- Tue Sep 26, 2023 10:29 pm
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 69
- Views: 28089
Re: Do not pause game when looking at research in single player
I am against this. I want to play in a relaxed manner and it helps me to pause the game when I'm in the tech tree and think about what I want to research next. If the suggestion should be implemented, please make it optional so that everyone can decide whether the game should continue or be paused....
- Sat Sep 02, 2023 1:57 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 40765
Re: Friday Facts #374 - Smarter robots
WAIT!!! YOu're telling me that "closest first bot priority" is AVAIALABLE!!@>!@ HWERE??! I need that SO BAD. (Checking it out now...) Yeah, it's been a thing for a while in mod form, but it is UPS-heavy and the implementation is less than ideal (the initial wave of bots will go far away a...
- Fri Sep 01, 2023 10:40 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 40765
Re: Friday Facts #374 - Smarter robots
TL;DR: For personal roboports only, we really, really, really need jobs sorted by distance from the player. ... This could honestly be done as a tweak to the deconstruction planner/blueprint deployer, at least I'd guess... Just adding tasks in a different order onto the queue, so the close ones get...
- Sat Aug 19, 2023 1:59 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] Incorrect Achievement playtime warning
- Replies: 7
- Views: 4200
Re: [1.1.87] Incorrect Achievement playtime warning
Whether it was 512h30m6s or 37h13m42s or 129h6m2s , I got the message every time. It has over 13K hours. It is one that has one of the problems . Please do not state malformed facts if you cannot verify them ...so was this bug not fully reproduced, or are we accusing the OP of lying about having bu...
- Wed Jan 04, 2023 6:39 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 59177
Re: Personal robots prioritizing nearest first
joined with existing thread See discussion: low chance this will come. And my own experience with this (changed with mod) was, that it make things differently, but not better, because suddenly you think: why isn’t it building the outer stuff first. :lol: It was better, and significantly faster, so ...
- Fri Aug 19, 2022 9:25 pm
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 12555
Re: Pipe throughput measurements
Never modded Factorio though, so not sure if there are some unexpected restrictions. No need to write your own mod if you do this . I've gotten 6+ sigfigs with that method, which should be more than enough for your purpose. It's sensitive enough to pick up differences due to pipe build order / bend...
- Fri Aug 19, 2022 5:16 pm
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 12555
Re: Pipe throughput measurements
About measurements. Can we change methodology here? Working errors out with rounded numbers is painful. We can get a much better measurements this way: run setup for n ticks and remember T total amount of fluid passed through. Then T/n will give us what we need. Just doing so for 2000 ticks theoret...
- Fri Aug 19, 2022 7:02 am
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 12555
Re: Pipe throughput measurements
(crazy deep dive on fluid system wiki details) Hey Bilka, since you're going 'deep' on fluids, figured I'd ask if fluid wagon loading was ever sorted? I bring that up because it was one of those edge cases where max flow was not actually 12,000/s. Understood the list on the wiki doesn't mention flu...
- Fri Aug 19, 2022 6:46 am
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 69
- Views: 28089
Re: Do not pause game when looking at research in single player
It’s not so, that the devs have nothing todo. And their internal list is surely sorted by game-play-value multiplied with the reversed implementation effort. Something like this. If it was sorted as you state, then a fix that had high game-play-value and a minimal 1/implementation-effort would be a...
- Thu Dec 10, 2020 6:10 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 85264
- Tue Dec 08, 2020 1:28 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 85264
Re: Nauvis Post Collapse (16GB ram minimum required)
Have you tried using the new version which I published on the mod portal? https://mods.factorio.com/mod/Nauvis-Post-Collapse I installed the new version from the mod portal, but it didn’t seem to have any impact on loading the existing save. This save was started way back as a scenario, so I’m not ...
- Sat Dec 05, 2020 9:09 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 85264
Re: Nauvis Post Collapse (16GB ram minimum required)
I thought I'd try the intermediate step, and yes! I can load the save from 0.17.79 in 1.0! I saved it again, upgraded to 1.1 again, and tried to open the save. It fails, though, with the message /home/jonathan/.factorio/temp/currently-playing/control.lua:24: attempt to call field 'get_events' (a ni...
- Sat Nov 07, 2020 4:18 pm
- Forum: Minor issues
- Topic: [1.0.0] Blueprint dialog scroll position not restored
- Replies: 0
- Views: 1031
[1.0.0] Blueprint dialog scroll position not restored
While searching for if this was previously reported, I came across this prior report of a similar behavior that was fixed, but it still appears to be an issue in 1.0.0. When working with blueprints / blueprint books and there are enough present that the user must scroll down the list to get to the d...
- Wed Sep 02, 2020 10:23 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 59177
Re: Personal robots prioritizing nearest first
Assumin the player doesn't move then the total distance traveled by all bots is the same no matter what order enities are placed. The amount of recharging needed is directly dependent on the distance traveled and the overall build time is the sum of time to travel the distance + recharge time. So o...
- Wed Sep 02, 2020 4:22 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 59177
Re: Personal robots prioritizing nearest first
I don't need to make a counter argument. My original statement-of-fact is still true and nobody has shown otherwise: closest first is pointless if the player does not move. Then you didn't read my reply. There are cases where it takes *significantly* longer to complete a blueprint placement without...
- Tue Sep 01, 2020 7:48 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 59177
Re: Personal robots prioritizing nearest first
It's not going to happen. ...so you stated why you believed it was useless, then folks explained why that belief was incorrect, and then you just cross your arms and shut it down instead of making any sort of counter argument. It's really puzzling when such amazing devs can just randomly turn on th...
- Mon Aug 31, 2020 5:37 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 59177
Re: Personal robots prioritizing nearest first
Doing nearest first for a player *only* has benefit if the player keeps moving. It's not just about the total time to completion. It's about the rate of completion. Even with the player standing still, significantly more items are placed earlier and faster with nearest first at play, which leads to...
- Sun Aug 30, 2020 5:01 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 59177
Re: Personal Construction Bots Efficiency Suggestion/Idea
too much cpu cost for cosmetic use (or edge-cases uses) Except it's a very real difference in build efficiency. Way beyond 'cosmetic' or 'edge' cases. The closest first bot mod has over 30 thousand downloads, and that mod isn't even that CPU efficient, so clearly plenty of folks were willing to tra...
- Fri Aug 14, 2020 5:49 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 102750
Re: Friday Facts #360 - 1.0 is here!
2020 keeps on giving.. No more FFF.... RIP. This seems an odd choice to me. Why shift to an email newsletter and not just continue posting whatever/whenever to the same existing channel that the FFF's used? Just turn it into 'Updates' or something, maybe even still only post them on Friday (just no...