Search found 260 matches

by Omnifarious
Sat Jan 23, 2021 10:10 pm
Forum: Implemented Suggestions
Topic: Decider combinator with "Anything" output
Replies: 32
Views: 11582

Re: Decider combinator with "Anything" output

This is a broader solution to the filter selection problem than the Each option for the stack size idea that I proposed, and therefore a better one. Thank you DaveMcW!
by Omnifarious
Thu Jan 14, 2021 3:59 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 695
Views: 534171

Re: 4-way intersections: Throughput and deadlocks [image heavy]

tsiebecker wrote:
Mon Jan 11, 2021 8:04 am
You can, but not with RHD. Take mmmPI's layout, switch it to LHD, and you get full signalling.
Is there an analysis of how this compares with an ordinary LHD roundabout without the extra cross-tracks throught the middle of the circle?
by Omnifarious
Thu Jan 07, 2021 5:45 am
Forum: Modding help
Topic: How to retreive information about entity contained inside ghost
Replies: 1
Views: 205

Re: How to retreive information about entity contained inside ghost

It looks like this might answer my question. And the answer would be "No", but here are a whole bunch of hacks to get around it. I'll see if there's a way that works for what I want to do. But if anybody else has any better ideas or knows differently, I'd really appreciate knowing. Accessi...
by Omnifarious
Wed Jan 06, 2021 2:12 am
Forum: Modding help
Topic: How to retreive information about entity contained inside ghost
Replies: 1
Views: 205

How to retreive information about entity contained inside ghost

How do I discover what other power poles a ghost pole is connected to? It seems like it's very hard get to any but the most superficial information about the entity contained within a ghost.
by Omnifarious
Mon Jan 04, 2021 4:22 pm
Forum: Modding help
Topic: Ghost entity placement event?
Replies: 2
Views: 206

Re: Ghost entity placement event?

Ghosts are just another type of Entity so all the standard events should apply. When you build a ghost of electric pole you will get `on_built_entity` event with created_entity pointing to the entity-ghost for which ghost_name=<pole name>. Oh, nifty! Thank you. That definitely solves my problem.
by Omnifarious
Mon Jan 04, 2021 8:25 am
Forum: Modding help
Topic: Ghost entity placement event?
Replies: 2
Views: 206

Ghost entity placement event?

There is an event for when the player (not a bot) builds an entity. Is there a way to detect when a player places a ghost? Not a blueprint, but a single entity ghost. My LD Circuit mod automatically adds circuit wires when the player places a long-distance power pole with a small supply range. I wou...
by Omnifarious
Sat Oct 10, 2020 12:16 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 67316

Re: Version 1.0.0

Making your perimeter a convex hull* is overkill. Just making sure it is a rectangle is simple enough and works with just straight and and maybe corner pieces for your perimeter defense blueprint etc. Making it less rectangular isn't going to save you time or effort since you now get a short defens...
by Omnifarious
Wed Oct 07, 2020 12:32 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 67316

Re: Version 1.0.0

I "Diamond Grid" everything, and my base is always a rectangle so I never lose bots flying over aliens. So for me the spidertron is mostly a better tank, turn off auto fire and fill with nukes and laser defense. I no longer have to do the little dance of jumping out of a tank to let off n...
by Omnifarious
Fri Aug 21, 2020 2:30 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 67316

Re: Version 1.0.0

Just out of curiosity, does biter creep permanently change the landscape? Do the associated decoratives ever fade? Does it permanently change the tiles for some parts of the landscape?
by Omnifarious
Mon Aug 17, 2020 1:48 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 67316

Re: Version 1.0.0

So, exactly as posila said then. So why are you saying "So no, not all mods automatically transfer from 0.18" when you are agreeing? That's confusing. :o :shock: Here is what I've noticed... Almost all mods for 0.18 work perfectly on 1.0 without any changes of any kind whatsoever. No upda...
by Omnifarious
Fri Aug 14, 2020 9:14 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 207
Views: 40952

Re: Friday Facts #360 - 1.0 is here!

I posted this on Reddit as well.... You've missed that your FFF blog posts have given invaluable insight into game programming, game development, and optimization techniques. They are a serious contribution to the body of knowledge surrounding these things. I understand and appreciate the effort you...
by Omnifarious
Wed Aug 12, 2020 10:35 pm
Forum: Pending
Topic: [0.18.37] Halt and crash while fiddling with base
Replies: 2
Views: 324

Re: [0.18.37] Halt and crash while fiddling with base

Looking at the log it looks like bogus memory corruption. I recommend running a memory test: https://www.memtest.org/ I discovered that the memory I was shipped for this machine was much slower than the memory I ordered. I was having the motherboard force the speed higher (thinking it was just mist...
by Omnifarious
Wed Aug 12, 2020 7:04 pm
Forum: Releases
Topic: Version 0.18.47
Replies: 19
Views: 10473

Re: Version 0.18.47

JaJe wrote:
Wed Aug 12, 2020 6:32 pm
1 Bug, 40,2Mb...interesting
If a change involves a piece of executable code, even a small change can be rippled into a lot of code by the compiler. Additionally, doing binary diffs isn't trivial. So, the size of a download doesn't bear a strong resemblance to the size of a change.
by Omnifarious
Wed Aug 12, 2020 2:07 pm
Forum: Pending
Topic: [0.18.36] Biters can create nests through cliffs
Replies: 4
Views: 441

Re: [0.18.36] Biters can create nests through cliffs

No that does not help showing what is actually happening. I'll put this in pending until someone can show how to reproduce this. I tried using the Hive Mind mod to recreate this. But it just lets you place biter nests. It doesn't let you send out an expansion party. :-/ If there was a way to force ...
by Omnifarious
Fri Aug 07, 2020 5:03 pm
Forum: Releases
Topic: Version 0.18.45
Replies: 8
Views: 28151

Re: Version 0.18.45

I like the new laser sounds a lot better. Lower frequency, and more of a hint of power to them. Thank you very much for that. The sounds repair robots make repairing things are interesting and fun. I don't know if they even made a sound before, but they definitely do now and it's amusing and consist...
by Omnifarious
Thu Jul 30, 2020 7:21 am
Forum: Releases
Topic: Version 0.18.38
Replies: 24
Views: 9626

Re: Version 0.18.38

Thank you! That definitely fixes the ghost stuck in the hand problem.
by Omnifarious
Thu Jul 30, 2020 1:51 am
Forum: Pending
Topic: [0.18.37] Halt and crash while fiddling with base
Replies: 2
Views: 324

[0.18.37] Halt and crash while fiddling with base

It told me I should post the log, so here it is. It has a stack trace at the end.
by Omnifarious
Thu Jul 30, 2020 1:20 am
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 8766

Re: Version 0.18.37

badtouchatr wrote:
Wed Jul 29, 2020 10:56 pm
who releases new "major features" just 16 days before the supposed "stable 1.0" release? huh? who does that?
The Factorio team is about the only team I've seen where I suspect that kind of thing would be likely to go well. :-)
by Omnifarious
Thu Jul 30, 2020 1:17 am
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 8766

Re: Version 0.18.37

Think we might have a bug .. Pressing 'Q' to get a ghost item in hand, then pressing 'Q' again will not clear the hand. The ghost item will still stay in hand. I have the same problen, you need to change to item in backpack This currently causes some major issues with the Braver New World mod in th...
by Omnifarious
Wed Jul 29, 2020 9:49 pm
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 8766

Re: Version 0.18.37

Looking at why one mod I use is failing, it's looking like the `collision_mask` field of the 'tile-unknown' global game tile prototype is nil. That's kind of weird. It wasn't the case before this update, and I haven't changed which mods I have installed.

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