Search found 364 matches

by Illiander42
Thu Mar 28, 2024 2:27 pm
Forum: General discussion
Topic: Sharing DRM-Free Game for Multiplayer
Replies: 3
Views: 139

Re: Sharing DRM-Free Game for Multiplayer

No, DRM-free doesn't mean it's got a spawn license.

It just means the devs don't hate their customers.
by Illiander42
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.
by Illiander42
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...
by Illiander42
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...
by Illiander42
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?
by Illiander42
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...
by Illiander42
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...
by Illiander42
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...
by Illiander42
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...
by Illiander42
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...
by Illiander42
Sat Mar 23, 2024 11:03 pm
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 455

Re: 64-bit integer limit

Epb7304 wrote: ↑
Sat Mar 23, 2024 4:00 am
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?
by Illiander42
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.
by Illiander42
Sat Mar 23, 2024 10:59 pm
Forum: Ideas and Suggestions
Topic: Skip mod loading
Replies: 5
Views: 292

Re: Skip mod loading

robot256 wrote: ↑
Fri Mar 22, 2024 7:15 pm
In 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
Do we get access to mod settings as well?
by Illiander42
Fri Mar 22, 2024 3:28 pm
Forum: Mods
Topic: Skyhook
Replies: 3
Views: 212

Re: Skyhook

ChefOfRamen wrote: ↑
Fri Mar 22, 2024 2:20 pm
Has a space elevator even been announced?
No. And It's highly unlikely.

I think they might think this is the Space Exploration mod forum?
by Illiander42
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.
by Illiander42
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.
by Illiander42
Mon Mar 18, 2024 10:10 pm
Forum: General discussion
Topic: I want to present Factorio to a friend
Replies: 7
Views: 373

Re: I want to present Factorio to a friend

mmmPI wrote: ↑
Mon Mar 18, 2024 5:14 pm
There is the demo too ! it's not a video but after the video made me want to play the demo , i fell in love playing the demo and bought the game :)
A free demo is the best advertisement a game can have.
by Illiander42
Mon Mar 18, 2024 8:57 pm
Forum: Ideas and Suggestions
Topic: Requster / Buffer / Provider chest combination
Replies: 11
Views: 448

Re: Requster / Buffer / Provider chest combination

mrvn wrote: ↑
Mon Mar 18, 2024 4:29 pm
Depending on the implementation the combined chest could replace all others.
Ahh, I get it now. You want LTN, but with logi bots instead of trains.
by Illiander42
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.
by Illiander42
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.

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