No, DRM-free doesn't mean it's got a spawn license.
It just means the devs don't hate their customers.
Search found 364 matches
- Thu Mar 28, 2024 2:27 pm
- Forum: General discussion
- Topic: Sharing DRM-Free Game for Multiplayer
- Replies: 3
- Views: 139
- Wed Mar 27, 2024 10:52 pm
- Forum: General discussion
- Topic: Named Circuit Signals
- Replies: 2
- Views: 194
Re: Named Circuit Signals
This is what the virtual signals are for.
And it would take an engine change to do this, since virtual signal names are set at mod load.
And it would take an engine change to do this, since virtual signal names are set at mod load.
- Tue Mar 26, 2024 9:22 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 319
- Views: 149443
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
That might just be floating point precision for you. What is helmod supposed to do about it? round the result instead of ceil? Round it to the nearest 5 figures and then ceil to the display precision? I did say it's a floating point error at the start. And the ways to deal with floating point error...
- Mon Mar 25, 2024 2:02 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 319
- Views: 149443
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
- Mon Mar 25, 2024 10:22 am
- Forum: Gameplay Help
- Topic: Trains: 2 lane 2 way
- Replies: 4
- Views: 242
Re: Trains: 2 lane 2 way
I guess the use for this is if a section of rail is increadably bursty?
So everything wants to go one way, then everything wants to go the other way.
Would a 3-lane system with a variable middle lane be easier to set up safely?
So everything wants to go one way, then everything wants to go the other way.
Would a 3-lane system with a variable middle lane be easier to set up safely?
- Mon Mar 25, 2024 8:30 am
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 9
- Views: 331
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
I'm the complete opposite, I use icons specifically so that I can fully define a train stop name in 2 characters. Having the item names show would completely defeat the point, and massively clutter my map view. I also use logi chests to denote provider/supplier station status, and having the name th...
- Mon Mar 25, 2024 8:24 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 319
- Views: 149443
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
- Sun Mar 24, 2024 7:42 pm
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 12
- Views: 455
Re: 64-bit integer limit
for a display board A limited bignum implementation in combinators should not be too difficult, especially since you're only adding in scalars. If the accumulator is larger than 1 billion decimal, subtract 1 billion from it and increment the next accumulator up. I guess that would be 3 or 4 combina...
- Sun Mar 24, 2024 1:27 pm
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 12
- Views: 455
Re: 64-bit integer limit
This is unlikely to happen unless we would update Lua to something newer than 5.2. If circuit network signals would have values based on 64 bit integers then scripts would have a hard time setting some values since all values in lua 5.2 are based on a `double` which cannot represent all 64 bit inte...
- Sun Mar 24, 2024 10:36 am
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 12
- Views: 455
Re: 64-bit integer limit
This also would not require the game to be run in 64-bit (if its not already) since you should just be able to assign 2 number slots per signal As someone who's had to do that, it's a mess. Anything you're doing in particular that needs more than 32 bits? The biggest thing is actually to do with FF...
- Sat Mar 23, 2024 11:03 pm
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 12
- Views: 455
- Sat Mar 23, 2024 11:01 pm
- Forum: Ideas and Suggestions
- Topic: Automate Biter clearing - Robot army
- Replies: 5
- Views: 205
Re: Automate Biter clearing - Robot army
There are so many mods for this...
One's even called "Robot Army."
There's also Total Automisation, and AAI Automation, depending on the level of effort you want to put into them.
One's even called "Robot Army."
There's also Total Automisation, and AAI Automation, depending on the level of effort you want to put into them.
- Sat Mar 23, 2024 10:59 pm
- Forum: Ideas and Suggestions
- Topic: Skip mod loading
- Replies: 5
- Views: 292
Re: Skip mod loading
Do we get access to mod settings as well?robot256 wrote: βFri Mar 22, 2024 7:15 pmIn FFF 391 they at least show 2.0 will add access to the mod manager if there is a mod loading error. It would be great if there were a shortcut to invoke this before loading at all. https://www.factorio.com/blog/post/fff-391
Re: Skyhook
No. And It's highly unlikely.
I think they might think this is the Space Exploration mod forum?
- Wed Mar 20, 2024 11:18 am
- Forum: Ideas and Suggestions
- Topic: Stacked Belts should be their own item.
- Replies: 15
- Views: 920
Re: Stacked Belts should be their own item.
Personally, I still wish we'd got native crating instead of belt stacking, because that adds more logistics to handle.
- Tue Mar 19, 2024 3:33 pm
- Forum: Gameplay Help
- Topic: New players seeking assistance with strategies for managing biters.
- Replies: 6
- Views: 310
Re: New players seeking assistance with strategies for managing biters.
Reasearch through to construction bots, and provide them with repair packs.
They will repair walls in their construction range for you.
They will repair walls in their construction range for you.
- Mon Mar 18, 2024 10:10 pm
- Forum: General discussion
- Topic: I want to present Factorio to a friend
- Replies: 7
- Views: 373
- Mon Mar 18, 2024 8:57 pm
- Forum: Ideas and Suggestions
- Topic: Requster / Buffer / Provider chest combination
- Replies: 11
- Views: 448
- Mon Mar 18, 2024 12:24 pm
- Forum: Ideas and Suggestions
- Topic: Requster / Buffer / Provider chest combination
- Replies: 11
- Views: 448
Re: Requster / Buffer / Provider chest combination
Could you give a blueprint of something that does this using requester, buffer and active provider chests?
Might make it more clear what you're actually after.
Might make it more clear what you're actually after.
- Sun Mar 17, 2024 2:59 pm
- Forum: Ideas and Suggestions
- Topic: Requster / Buffer / Provider chest combination
- Replies: 11
- Views: 448
Re: Requster / Buffer / Provider chest combination
Buffer chests are the combo requester/provider chest.
So you're asking for a combo requester/requester/provider/provider chest. Ie, a combo buffer/buffer chest.
Or...
A buffer chest.
So you're asking for a combo requester/requester/provider/provider chest. Ie, a combo buffer/buffer chest.
Or...
A buffer chest.