Search found 498 matches

by Silari
Fri Jul 26, 2024 2:02 pm
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 68
Views: 6600

Re: Friday Facts #421 - Optimizations 2.0

It would be interesting to know, why don't process each planet in a separate thread/CPU core? Already been discussed multiple times in other threads. That only works if surfaces are truly independent, and they aren't. Linked belts/chests exist, and scripts can touch anything anywhere at any time, a...
by Silari
Thu Jun 27, 2024 1:28 am
Forum: Gameplay Help
Topic: How to reset achievements
Replies: 11
Views: 624

Re: How to reset achievements

If you really want to be able to get achievements on a new game without erasing your steam ones, you can download the standalone zip version from the site. It doesn't integrate with Steam so it won't get the list from there, and unless you edit the config it has it's own achievements.dat/achievement...
by Silari
Tue Jun 25, 2024 11:56 pm
Forum: Ideas and Suggestions
Topic: Mods should have better control over versions
Replies: 9
Views: 492

Re: Mods should have better control over versions

1. The version of a mod should be included in a save. When the game auto installs mods to load a save, it should install the correct versions. It is in the save already, you can see them and the version in the load dialog. factorio-load.PNG You can even tell Factorio to load the exact mod version b...
by Silari
Mon Jun 17, 2024 4:35 pm
Forum: General discussion
Topic: Please Make Science Packs Less Abstract
Replies: 12
Views: 1942

Re: Please Make Science Packs Less Abstract

Power works the way it does as an optimization. Entities never have to check the power network to perform their task, they work solely off their energy buffer. If it's full enough to cover the entire power cost, they work at 100% speed, their buffer is reduced, and then later on the power network ge...
by Silari
Sun Jun 02, 2024 4:02 pm
Forum: Modding help
Topic: Smoke and Particles for machines
Replies: 3
Views: 405

Re: Smoke and Particles for machines

The only things listed as using the smoke prototype by the docs are BurnerEnergySource::smoke FireFlamePrototype::smoke FluidEnergySource::smoke FluidStreamPrototype::smoke_sources GeneratorPrototype::smoke ParticleSourcePrototype::smoke ProjectilePrototype::smoke So unless you have one of those you...
by Silari
Sat May 11, 2024 2:57 pm
Forum: Technical Help
Topic: Excessive savefile load times
Replies: 9
Views: 911

Re: Excessive savefile load times

** -- I'm vaguely aware of some UPS issues with creative-mod, but I'm nervous to part with it, as I run a parallel creative-save for blueprinting and design-tinkering purposes, which is kind of a medium-sized deal for a multiplayer session being planned. I may end up disabling this mod for the mult...
by Silari
Mon Apr 22, 2024 1:59 pm
Forum: Bob's mods
Topic: Is it possible to remove alien relics from the earth with a terminal command?
Replies: 1
Views: 321

Re: Is it possible to remove alien relics from the earth with a terminal command?

If you want to destroy all items on the ground - /c for _, item in pairs(game.player.surface.find_entities_filtered{name="item-on-ground"}) do item.destroy() end If you want to destroy only items on the ground that contain a specific item (like the alien relics): /c for _, item in pairs(ga...
by Silari
Sat Apr 06, 2024 5:52 pm
Forum: Outdated/Not implemented
Topic: Multithreading by surface
Replies: 8
Views: 1317

Re: Run large multi-surface maps across a local cluster.

Already suggested many times and can't be done since things can interact between surfaces - scripts can interact with anything anywhere at any time, and entities can have cross-surface connections.

Ref: viewtopic.php?f=71&t=111062
by Silari
Fri Mar 22, 2024 11:50 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 131
Views: 23618

Re: Friday Facts #403 - Train stops 2.0

Was one of the annoyances you found, “train stop names” in blueprints are not included by default? If you copy a station and turn it into a blueprint, that saves the train stop names but taking a new blueprint doesn’t, this is inconsistent and very annoying It'd be nice if blueprints always saved s...
by Silari
Sat Mar 16, 2024 4:31 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 29674

Re: Friday Facts #402 - Lightspeed circuits

The final changes to make everything function correctly took about 1 hour to write, and worked correctly the first try. That's not supposed to happen and left me with doubts. There's nothing scarier than code that works the first try, for the simple fact it's much less likely that you wrote it perf...
by Silari
Sun Mar 03, 2024 4:06 am
Forum: Modding help
Topic: Creating Player Only Equipment
Replies: 5
Views: 500

Re: Creating Player Only Equipment

Equipment placement is based on the categories of the equipment and the grid - if any category is shared between them, it can fit. So basically you'd want to make a new category just for your equipment, then find all the equipment grid prototypes used in people armor and add that category to it. Sin...
by Silari
Sat Feb 24, 2024 5:41 pm
Forum: Not a bug
Topic: [1.1.104] No victory screen after first Rocket Launch
Replies: 9
Views: 1045

Re: [1.1.104] No victory screen after first Rocket Launch

I'm surprised that if a mod was loaded for this save that achievements are still working for me. Game only checks if mods are currently loaded when deciding to use the modded list, only console commands check for a flag thats permanently set. It's simpler. I've attached a version of the save that s...
by Silari
Sun Jan 28, 2024 4:33 pm
Forum: Gameplay Help
Topic: "Cannot connect systems with different fluids" when trying to manually place pipe. Bot can place pipe fine.
Replies: 3
Views: 744

Re: "Cannot connect systems with different fluids" when trying to manually place pipe. Bot can place pipe fine.

You've got heavy oil pipes from refineries feeding into your crude oil system. Probably from before you switched fluids.

They're off due to no heavy oil for the cracking but their fluid boxes are still connected.

Might be some others but those I found.
by Silari
Sun Jan 14, 2024 5:05 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 231
Views: 55392

Re: Friday Facts #393 - Putting things on top of other things

Koub wrote:
Sun Jan 14, 2024 2:05 pm
I wonder how 5 filters will be displayed on inserters in alt-mode.
Presumably exactly the same way filter inserters already do it. They have 5.
by Silari
Mon Nov 27, 2023 5:07 pm
Forum: Ideas and Suggestions
Topic: New Folder button in save/load game screen
Replies: 1
Views: 336

Re: New Folder button in save/load game screen

Already a LOT of threads on this.

viewtopic.php?f=6&t=106742 lists a few of them.
by Silari
Mon Nov 13, 2023 4:33 pm
Forum: Ideas and Suggestions
Topic: Roboport Improvements
Replies: 17
Views: 1865

Re: Roboport Improvements

- In FFF #377; there was an announcement between the lines "We have increased the big electric pole range to 32 to go along with this." It would be very convenient to have a roboport supply range of 64x64 instead of 50x50 So each roboport can fully cover 4 chunks. They would also align pe...
by Silari
Sat Nov 04, 2023 1:09 am
Forum: Technical Help
Topic: Rolling back a game update removes all achievements
Replies: 10
Views: 1444

Re: Rolling back a game update removes all achievements

It was moved because it's not a bug. Previous versions can't load files from later versions, and that includes the achievement list. That is intended and that's how it's working.

If you want to run different versions, you can use the stand-alone zip version from the website.

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