Is there an analysis of how this compares with an ordinary LHD roundabout without the extra cross-tracks throught the middle of the circle?tsiebecker wrote: ↑Mon Jan 11, 2021 8:04 amYou can, but not with RHD. Take mmmPI's layout, switch it to LHD, and you get full signalling.
Search found 259 matches
- Thu Jan 14, 2021 3:59 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 683
- Views: 456925
Re: 4-way intersections: Throughput and deadlocks [image heavy]
- Thu Jan 07, 2021 5:45 am
- Forum: Modding help
- Topic: How to retreive information about entity contained inside ghost
- Replies: 1
- Views: 99
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. Accessing "ghost"...
- Wed Jan 06, 2021 2:12 am
- Forum: Modding help
- Topic: How to retreive information about entity contained inside ghost
- Replies: 1
- Views: 99
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.
- Mon Jan 04, 2021 4:22 pm
- Forum: Modding help
- Topic: Ghost entity placement event?
- Replies: 2
- Views: 93
Re: Ghost entity placement event?
Oh, nifty! Thank you. That definitely solves my problem.
- Mon Jan 04, 2021 8:25 am
- Forum: Modding help
- Topic: Ghost entity placement event?
- Replies: 2
- Views: 93
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...
- Sat Oct 10, 2020 12:16 am
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 61351
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...
- Wed Oct 07, 2020 12:32 am
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 61351
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 nukes. I've...
- Fri Aug 21, 2020 2:30 pm
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 61351
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?
- Mon Aug 17, 2020 1:48 am
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 61351
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 updates, no ch...
- Fri Aug 14, 2020 9:14 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 207
- Views: 33469
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...
- Wed Aug 12, 2020 10:35 pm
- Forum: Pending
- Topic: [0.18.37] Halt and crash while fiddling with base
- Replies: 2
- Views: 221
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...
- Wed Aug 12, 2020 7:04 pm
- Forum: Releases
- Topic: Version 0.18.47
- Replies: 19
- Views: 9609
Re: Version 0.18.47
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.
- Wed Aug 12, 2020 2:07 pm
- Forum: Pending
- Topic: [0.18.36] Biters can create nests through cliffs
- Replies: 4
- Views: 298
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 ...
- Fri Aug 07, 2020 5:03 pm
- Forum: Releases
- Topic: Version 0.18.45
- Replies: 8
- Views: 24971
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...
- Thu Jul 30, 2020 7:21 am
- Forum: Releases
- Topic: Version 0.18.38
- Replies: 24
- Views: 8372
Re: Version 0.18.38
Thank you! That definitely fixes the ghost stuck in the hand problem.
- Thu Jul 30, 2020 1:51 am
- Forum: Pending
- Topic: [0.18.37] Halt and crash while fiddling with base
- Replies: 2
- Views: 221
[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.
- Thu Jul 30, 2020 1:20 am
- Forum: Releases
- Topic: Version 0.18.37
- Replies: 33
- Views: 7513
Re: Version 0.18.37
The Factorio team is about the only team I've seen where I suspect that kind of thing would be likely to go well.badtouchatr wrote: ↑Wed Jul 29, 2020 10:56 pmwho releases new "major features" just 16 days before the supposed "stable 1.0" release? huh? who does that?

- Thu Jul 30, 2020 1:17 am
- Forum: Releases
- Topic: Version 0.18.37
- Replies: 33
- Views: 7513
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...
- Wed Jul 29, 2020 9:49 pm
- Forum: Releases
- Topic: Version 0.18.37
- Replies: 33
- Views: 7513
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.
- Fri Jul 24, 2020 4:48 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 12490
Re: Friday Facts #357 - Nuke
Thank you very much for the nuke update. I really look forward to seeing both it and the blueprints in the game. They both look like awesome changes. I was nearly positive you'd make the nuke a lot more impressive before 1.0. 
