Search found 634 matches
- Sun Sep 15, 2024 10:35 am
- Forum: Documentation Improvement Requests
- Topic: Mark Signal.signal as optional
- Replies: 2
- Views: 100
Re: Mark Signal.signal as optional
Right, the docs should be changed so that the return type of "get_signal" is "Signal or { }" for example.
- Fri Sep 13, 2024 9:33 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 93
- Views: 10217
Re: Friday Facts #428 - Reactor & Logistics circuit control
All you need to auto-craft missing building requests is a row of buffer chests that request at least 1 of everything. If that item gets used by a construction bot, then it will show up as a logistic request.
- Fri Sep 13, 2024 3:00 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 93
- Views: 10217
Re: Friday Facts #428 - Reactor & Logistics circuit control
I don't get the point of circuits in nuclear reactors. Uranium is plentiful, I didn't even go through 1/2 a mine in my 5k megabase, what would be the point of throttling nuclear power if resources are so abundant with koverex? I have fuel savings enabled on my reactors and my my SE base has still g...
- Fri Sep 13, 2024 2:12 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 93
- Views: 10217
Re: Friday Facts #428 - Reactor & Logistics circuit control
But that's not how (smart/lossless) steam battery setup works. It shouldn't restart reactors when they're around 500, it should restart reactors when there's no steam. When playing the game you have plenty of low consumption moments when let's say your 2GW reactor setup will only have a consumption...
- Tue Sep 10, 2024 3:57 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 396
- Views: 50367
Re: Friday Facts #414 - Spoils of Agriculture
I skimmed through the thread, and it seems like in 20 pages nobody mentioned this point. I think the mechanic itself could be interesting (aside from the ugly white bars all over the place, same issue as with quality visual representation), but what I am concerned is that I don't think the idea of ...
- Sun Sep 08, 2024 5:24 pm
- Forum: Not a bug
- Topic: Mod Settings Won't Update
- Replies: 2
- Views: 258
Re: Mod Settings Won't Update
I looked at your mod code and you are not handling the on_runtime_mod_settings_changed event at all. You also are using session global variables instead of savefile globals, and trying to recreate the entire table of trains and settings inside on_load because of that. This is not multiplayer-compati...
- Sat Sep 07, 2024 1:57 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 31675
Re: Friday Facts #409 - Diminishing beacons
Can you put negative values in the table? Beacon overload could be modifier of -1000000.
- Sat Aug 31, 2024 11:12 pm
- Forum: Ideas and Suggestions
- Topic: Locomotives to provide driving power in both directions
- Replies: 6
- Views: 441
Re: Locomotives to provide driving power in both directions
I made my mod Multiple Unit Train Control to counteract the reversing penalty. With so many other things in Factorio deliberately made so players can complete the game in a seamless and efficient manner, I don't see the value in adding arbitrary penalties to bidirectional trains. Bidirectional train...
- Sat Aug 24, 2024 10:30 pm
- Forum: Outdated/Not implemented
- Topic: Train stops on curved/diagonal rails
- Replies: 4
- Views: 393
Re: Train stops on curved/diagonal rails
It doesn't totally solve your problem but with Rails 2.0, the station siding track can be closer to the mainline so the S-bends might take less distance.
- Tue Aug 06, 2024 11:42 pm
- Forum: Modding help
- Topic: Copy/paste setting does not work with fluid storage-tank
- Replies: 3
- Views: 246
Re: Copy/paste setting does not work with fluid storage-tank
Since storage tanks have no paste-able settings in vanilla, they may simply not trigger any of the paste-settings events internally. The devs will have to either add it to that logic, or remove the settings that make it necessary (hopefully the former).
- Tue Aug 06, 2024 9:42 pm
- Forum: Not a bug
- Topic: [1.1.109] Refined Flammables boosts Forest Fire damage
- Replies: 5
- Views: 390
Re: [1.1.109] Refined Flammables boosts Forest Fire damage
Pretty cool that a simple research can increase the flammability of every tree on the map!
- Fri Aug 02, 2024 1:58 am
- Forum: Ideas and Suggestions
- Topic: Train Station Macros!
- Replies: 3
- Views: 364
Re: Train Station Macros!
The fact that you can share whole schedules and individual interrupts between trains solves a lot 9f your use case I think. I don't think it's practical from a UX perspective to make fill-in-the-blank macros for generic schedule fragments. It will be much more useful when contstructing repetitive sc...
- Tue Jul 30, 2024 3:08 pm
- Forum: Gameplay Help
- Topic: add an option to make the copy function not save a blueprint
- Replies: 5
- Views: 388
Re: add an option to make the copy function not save a blueprint
While we're at it, reminder that if you Ctrl-C and then hold Shift while you select the area, you can edit the blueprint before it's stored in the cursor and paste history. So you can easily remove entities you don't want to paste, or use Ctrl-C insteaf of the blueprint shortcut entirely and drop it...
- Tue Jul 30, 2024 3:43 am
- Forum: Ideas and Requests For Mods
- Topic: Any mod that creates an underground-pipe-underground entity?
- Replies: 8
- Views: 543
Re: Any mod that creates an underground-pipe-underground entity?
You can configure the blueprint to show the icon of the underground pipe so it's easily recognizable.
- Fri Jul 26, 2024 2:09 pm
- Forum: Modding help
- Topic: Editing effects of every module
- Replies: 5
- Views: 297
Re: Editing effects of every module
1) The x table in the loop may not actually be linked to the table in data.raw. At the end of your for loop, try adding the line data.raw.module[k]=x 2) Since you want to edit stats of existing prototypes, try changing your filename from data.lua to data-final-fixes.lua . That way it will run after ...
- Sat Jul 20, 2024 12:19 am
- Forum: General discussion
- Topic: Bad Cargo Wagon Performance in Vanilla
- Replies: 3
- Views: 556
Re: Bad Cargo Wagon Performance in Vanilla
FYI the performance penalty for cargo wagons comes from the fact that they can have slot filters applied. Even if you didn't use any filtered slots, the game has to double check every time something is inserted. So the main advantage of a new type of chest would be that it would have slot filters di...
- Mon Jul 15, 2024 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Improve bot deconstruction
- Replies: 1
- Views: 234
Re: Improve bot deconstruction
This is only a problem early in bot production/speed research, when you probably should focus on expanding rather than optimizing. Also, I have a habit of rotating/removing the input material belts before deconstructing a module, so the assemblers can work through whatever is left on the belts to re...
- Mon Jul 15, 2024 6:40 pm
- Forum: Ideas and Suggestions
- Topic: Geometric Combinators
- Replies: 2
- Views: 273
Re: Geometric Combinators
This is an interesting proposal. I was about to comment that it would be simpler to make your own power series approximation than to look up/remember how the fixed-point trig combinator works, but then remember that while squaring is easy, cubing with combinators is hard/impossible (with the Any sig...
- Sun Jul 14, 2024 8:21 pm
- Forum: Modding interface requests
- Topic: fluid burnt result
- Replies: 5
- Views: 451
Re: fluid burnt result
The Condenser Turbines in Space Exploration implement this with an assembler prototype and some awkward intermediate items and scripts. It would be a lot simpler if it were part of the engine.
- Sat Jul 13, 2024 4:10 pm
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 590
Re: Mod loading order confusion
I guess the only other solution is to mark it incompatible in your mod