Search found 596 matches

by robot256
Tue Apr 02, 2024 3:43 pm
Forum: Technical Help
Topic: New Gamer PC, poor factorio performance
Replies: 10
Views: 884

Re: New Gamer PC, poor factorio performance

Note that some benchmarkers have found the Vcache on the X3D chips doesn't help Factorio performance much if the map is too big for the important bits to fit in the cache. At that point the bottleneck is raw latency to the DDR memory same as a normal processor.
by robot256
Sat Mar 30, 2024 7:48 pm
Forum: Modding help
Topic: What am I missing? Lua API
Replies: 4
Views: 237

Re: What am I missing? Lua API

It doesn't match the error given, but the code you ran won't work anyways. On_load is only allowed to read variables, not alter the game state by creating entities. On_load runs when you load a savegame, and the simulation is supposed to be unaware of whether it has been saved and loaded or just kep...
by robot256
Sun Mar 24, 2024 2:54 pm
Forum: This Forum
Topic: Please make the forum search support underscored words
Replies: 4
Views: 1289

Re: Please make the forum search support underscored words

Wow, even putting it in quotes doesn't help. +1
by robot256
Fri Mar 22, 2024 7:15 pm
Forum: Ideas and Suggestions
Topic: Skip mod loading
Replies: 5
Views: 371

Re: Skip mod loading

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
by robot256
Fri Mar 22, 2024 5:03 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 16909

Re: Friday Facts #403 - Train stops 2.0

About the problem on how to refuel a stuck train on a water-bridge... Why not just giving bridges emergency-solar-panels which allow them to power trains so they can drive at 5 km/h maximum speed while on the bridge until they are on solid ground again? Almost nobody talks about the ability to coup...
by robot256
Fri Mar 15, 2024 5:02 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 22986

Re: Friday Facts #402 - Lightspeed circuits

[ I'm also quite curious how the "light speed crafting" was implemented. As I've thought about the issue of crafting more than one item per tick before. And my thoughts were to just use 2 fixed point integers. One for the crafting progress per tick, and the other being the current progres...
by robot256
Thu Mar 14, 2024 12:04 am
Forum: Modding discussion
Topic: Extract Industrial IoT data to learn
Replies: 4
Views: 431

Re: Extract Industrial IoT data to learn

It may even be possible to use a Lua combinator mod like https://mods.factorio.com/mod/Moon_Logic to call https://lua-api.factorio.com/latest/classes/LuaGameScript.html#write_file to log circuit values, at least as a prototype. Qon's idea 9f having tagged value logger combinators so everything ends ...
by robot256
Wed Mar 13, 2024 5:28 pm
Forum: Ideas and Suggestions
Topic: Demand Statistics
Replies: 7
Views: 557

Re: Demand Statistics

I am currently running a rather large space exploration world so it has become almost impossible to manage supply and demand of all my intermediate products. Trying to use the production/consumption statistics isn't that useful as consumption will almost always match production when in steady state...
by robot256
Tue Mar 12, 2024 3:27 pm
Forum: Modding discussion
Topic: Extract Industrial IoT data to learn
Replies: 4
Views: 431

Re: Extract Industrial IoT data to learn

This is an interesting topic. I'm not totally clear what all the data you are looking for is. Are you trying to log data over time while running a map in the game, so you can plot it afterwards? Can you list what exactly you are trying to log, so we can identify sources for each piece? Some of the d...
by robot256
Thu Mar 07, 2024 7:06 pm
Forum: Technical Help
Topic: [1.1.104] - Space Exploration [0.6.125], AAI industry [0.5.22], Space Exploration Postprocess [0.6.28] don't load
Replies: 1
Views: 284

Re: [1.1.104] - Space Exploration [0.6.125], AAI industry [0.5.22], Space Exploration Postprocess [0.6.28] don't load

This was posted on the SE discord: https://discord.com/channels/419526714721566720/1213471586913493012 In that case it was caused by Bob's Character Classes. The solution was to either uninstall that mod, or change the contents: > Open bobs classes mod, open `/bobclasses/prototypes/character.lua#L6`...
by robot256
Thu Feb 22, 2024 4:18 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 133
Views: 24681

Re: Friday Facts #392 - Parametrised blueprints

We've always wanted a blueprint editor, why not make one instead? If you want to quickly replace filters, IE replace a filter of a green circuit for a red, click a filter in the blueprint, it should pop up as always. Change it, and it should say do you want to replace all filters with the same reci...
by robot256
Fri Feb 02, 2024 9:42 pm
Forum: Ideas and Suggestions
Topic: Automatically / optionally update mods and exit
Replies: 9
Views: 682

Re: Automatically / optionally update mods and exit

Thankfully, the ability to open the mod manager before ever starting the game is being added to 2.0

https://factorio.com/blog/post/fff-391
by robot256
Wed Jan 24, 2024 2:22 am
Forum: Ideas and Requests For Mods
Topic: Breadboards for circuit network combinators
Replies: 3
Views: 304

Re: Breadboards for circuit network combinators

I haven't tried it myself, but does https://mods.factorio.com/mod/compaktcircuit resemble what you are thinking?
by robot256
Tue Jan 23, 2024 6:04 pm
Forum: Modding discussion
Topic: Is there (or has there been) any development or interest in more advanced circuit components?
Replies: 1
Views: 241

Re: Is there (or has there been) any development or interest in more advanced circuit components?

The suggestions you gave are already present or trivial with vanilla combinators, if I understand you correctly. There are several mods that add new features, like the Filter Combinator, Stack Combinator, and several multipurpose programmable combinators like fCPU. There is even the Compact Circuits...
by robot256
Tue Jan 23, 2024 4:24 pm
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 2302

Re: Logic network long(ish) expressions

The issue is that I no longer get a value of 4 to signal that the train should leave because one of the values cancels out and is not included. I think I can use the everything wild card though. If I say everything must be greater than 0 then if the value doesn't exist the train can still leave. Th...
by robot256
Mon Jan 22, 2024 1:51 pm
Forum: Ideas and Suggestions
Topic: Add a way to have null fields in game.table_to_json() function
Replies: 3
Views: 313

Re: Add a way to have null fields in game.table_to_json() function

I should have thought of this first. You can use the existing util.merge function in the Factorio core Lualib:

util.merge({defaults, input})
by robot256
Sun Jan 21, 2024 5:49 pm
Forum: Ideas and Suggestions
Topic: Add a way to have null fields in game.table_to_json() function
Replies: 3
Views: 313

Re: Add a way to have null fields in game.table_to_json() function

(edited after more reading) Your post already explains why the suggestion as written is cumbersome and incomplete. Table keys that were set to nil don't exist, ergo every possible table key is set to nil besides the ones that aren't. You can't print them all, so which nil values do you decide to pri...
by robot256
Fri Jan 12, 2024 9:06 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 228
Views: 46242

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

I agree with a lot of the comments that have been made so far. Giving filters to all inserters is a major improvement. Having "stack inserters" that can't stack, and "bulk inserters" that are only slightly faster but add belt stacking, seems redundant even if the names are swappe...
by robot256
Tue Jan 09, 2024 10:27 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.101] Train incorrectly reports "Destination full"
Replies: 3
Views: 1340

Re: [boskid][1.1.101] Train incorrectly reports "Destination full"

in this case it is important to temporarily force related trains into no_path state because in this state a train will actively try to search paths when rails are placed compared to a destination_full state in which case train was not woken up by rails being built because in that state it is expect...
by robot256
Wed Dec 27, 2023 9:27 pm
Forum: Questions, reviews and ratings
Topic: space exploration and auto request ghost items
Replies: 2
Views: 352

Re: space exploration and auto request ghost items

Put this in orbit and hook it up to your request circuit: https://mods.factorio.com/mod/GhostScanner

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