Search found 416 matches

by Theikkru
Fri Nov 29, 2024 10:29 pm
Forum: Railway Setups
Topic: Crash & jam safe train exchange network (RHD LCC trains)
Replies: 2
Views: 1378

Re: Crash & jam safe train exchange network (RHD LCC trains)

Overhauled for Factorio 2.0. I considered trying to extend this from a one-to-many system to a many-to-many system with the new power of interrupts, but ultimately decided that the marginal benefit wasn't worth the added complexity. (Would require significantly more server circuitry, and trying to ...
by Theikkru
Wed Nov 27, 2024 8:05 pm
Forum: Energy Production
Topic: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not included)
Replies: 19
Views: 11839

Re: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not inclu

Overhauled this thing to take advantage of the new mechanics in 2.0. It's now cheaper to build, more compact, and even more tolerant to extreme conditions: it can be overdrawn at 550MW for 3 full reactor cycles before running out of steam, and, with all exchangers, should be impossible to overheat ...
by Theikkru
Fri Nov 15, 2024 12:57 pm
Forum: Not a bug
Topic: [2.0.18] Straight rails incompatible
Replies: 4
Views: 555

Re: [2.0.18] Straight rails incompatible


[...]I am not sure we allow for having entities be ignorable on build due to other entity type being at the build position so i am not willing to bend the rules because i am afraid of consistency consequences[...]

If it's not practical to fix at blueprint runtime due to differing entities, what ...
by Theikkru
Fri Nov 15, 2024 9:41 am
Forum: Not a bug
Topic: [2.0.18] Straight rails incompatible
Replies: 4
Views: 555

Re: [2.0.18] Straight rails incompatible

But why are they incompatible? Why doesn't it just treat the two versions as identical (except for minor visual differences)? As far as I can tell, there are no functional differences between the two versions of straight rails, except for this weird inability to overwrite them.
by Theikkru
Fri Nov 15, 2024 6:43 am
Forum: Not a bug
Topic: [2.0.18] Straight rails incompatible
Replies: 4
Views: 555

[2.0.18] Straight rails incompatible

Consider the following blueprint:
0eNqV1M1uwyAMB/B38ZlIIXx08CpTNaUpypASUgGdFkW8+2iqtodpmn0E7J8Pf+QNTtPVXaIPGewGflhCAvu+QfJj6KfbXehnBxZi7ycoDHw4u2+wvBwZuJB99u7esR/Wj3CdTy7WAvbonNzYD2uTciXGz9zsEoPLkmrzEm4zKigODFawDRd1yNlHN9wfZWG/7I5qG7wtiLbkeFtSbYG3FdVWeFtTbUKWB6pNyPKNaCtCluZpIz+2+d ...
by Theikkru
Fri Nov 15, 2024 6:16 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.18] Rail signal wire connections break upon rotation sometimes
Replies: 1
Views: 906

[boskid][2.0.18] Rail signal wire connections break upon rotation sometimes

Consider the following blueprint:
0eNq9Vktu2zAQvYrBbanAliXF1q5AF1110a1hCJQ0sQlTokBSToVAB+hBerGepENaoj9R2iQIigACQ868efNmOPQTyUULjeK1IekT4YWsNUk3T0TzXc2E3atZBSQlinFBekp4XcIPki56OmGU810AAgqjeBE0UsCFR9hvKYHacMPhFMP902V1W+WgEJJexgoGcEoaqdFH1jYO4qyTu5iSjqRBvLqLEb ...
by Theikkru
Sun Nov 03, 2024 10:04 pm
Forum: Ideas and Suggestions
Topic: Please add a button to add a new blueprint parameter variable
Replies: 47
Views: 7007

Re: Please add a button to add a new blueprint parameter variable

GongT wrote: Wed Oct 30, 2024 11:44 pm [...]
every formula have a "value" parameter variable reference to it self.
[...]
Coincidentally, I proposed implementing numerical parameter variables for a different reason, and realized on reading this that the same implementation could cover both use cases.
by Theikkru
Sun Nov 03, 2024 9:58 pm
Forum: Ideas and Suggestions
Topic: Allow independent parameterization of constants/values via variables
Replies: 3
Views: 829

Re: Allow independent parameterization of constants/values via variables

I thought some more about implementation, and realized that by shuffling the UI around a bit, this idea could be extended elegantly to include run-time modification of variable values via self-referential formulas, which would coincidentally add support for another idea/suggestion I saw :
self-ref ...
by Theikkru
Sun Nov 03, 2024 5:15 pm
Forum: Ideas and Suggestions
Topic: Allow independent parameterization of constants/values via variables
Replies: 3
Views: 829

Allow independent parameterization of constants/values via variables

Currently, the parameterization menu for blueprints force-merges all constants of the same values, regardless of whether they're parameterized or not. See:
https://forums.factorio.com/viewtopic.php?f=47&t=119579
https://forums.factorio.com/viewtopic.php?f=58&t=117000
This is dumb. It's also very ...
by Theikkru
Sun Nov 03, 2024 4:33 pm
Forum: Duplicates
Topic: [2.0.13] Parameterized constants are force-merged with other constants based on default value
Replies: 2
Views: 340

[2.0.13] Parameterized constants are force-merged with other constants based on default value

Not quite sure if outright bug or missing functionality, but feels broken: currently, it seems impossible to set the default value for a parameterized constant to any value used elsewhere in the blueprint without causing those other instances of the value to also become parameterized.
For example ...
by Theikkru
Sun Nov 03, 2024 5:34 am
Forum: Ideas and Suggestions
Topic: Make rail signal placement less janky/unintuitive
Replies: 1
Views: 271

Re: Make rail signal placement less janky/unintuitive

After thinking about it some more, I'd like to pose a question:
Is there some reason there must be exactly one collision box for each rail segment?
From a player perspective, everything would be far more straightforward, and a lot more positions on curves would become valid signal locations, if the ...
by Theikkru
Sat Nov 02, 2024 5:21 am
Forum: Ideas and Suggestions
Topic: Make rail signal placement less janky/unintuitive
Replies: 1
Views: 271

Make rail signal placement less janky/unintuitive

I tried to signal some of the new half-curve rails, but it did not work as expected:
rail.png
I was about to post it as a bug, but found that it had already been reported...and marked not a bug . Apparently, you can figure out what's going on if you turn on the rail collision debug overlay ...
by Theikkru
Tue Oct 22, 2024 4:19 pm
Forum: Balancing
Topic: Basic oil processing proposal (differential from 0.17.60): reintroduce light, sulfur from solid
Replies: 16
Views: 9914

Re: Basic oil processing proposal (differential from 0.17.60): reintroduce light, sulfur from solid

The mod has been updated to work with Factorio's 2.0 version series.
My experience in 2.0 is limited, of course, but I don't see significant changes to early oil, and I still think that this proposal is the way to go.
In practice, balancing the two oil outputs is as simple as using a priority ...
by Theikkru
Fri Oct 11, 2024 3:51 pm
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 51590

Re: Friday Facts #432 - Aquilo

Heat sources only being able to warm adjacent things that touch them is very limiting. Instead you use heat pipes to move the heat around to all the entities adjacent to connected heat pipes (including diagonally). Every entity that needs heat also consumes heat. The effect is minor per entity but ...
by Theikkru
Sat Sep 28, 2024 3:10 am
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 63646

Re: Friday Facts #430 - Drowning in Fluids

sarge945 wrote: Sat Sep 28, 2024 1:58 am[...]are there any plans to address barrels in the future to make them more generally viable for certain playstyles?
How's this sound:
Theikkru wrote: Fri Sep 27, 2024 3:13 pm[...]I think it would also be a nice niche use case for barrels if they could be unloaded without power, albeit very slowly.
by Theikkru
Sat Sep 28, 2024 1:35 am
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 63646

Re: Friday Facts #430 - Drowning in Fluids

[...]
Current "POP! goes 250*250 tiles limit!" is not dependant on input pressure. Nor on total actual length of specific piping route. And it hits all of a sudden.
Causing, among other things, profuse braincell prolapse because after hours over hours of perfectly logical fiddling with solids ...
by Theikkru
Fri Sep 27, 2024 11:16 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 63646

Re: Friday Facts #430 - Drowning in Fluids

protocol_1903 wrote: Fri Sep 27, 2024 11:10 pm[...]Better as in makes more sense, less arbitrarily restrictive, and is more intuitive to the player.
[...]
Ah, right. I just think that, unfortunately, that's really unlikely to pan out, given that the devs are already eyeing things at O(1) complexity.
by Theikkru
Fri Sep 27, 2024 11:02 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 63646

Re: Friday Facts #430 - Drowning in Fluids



I'm just not seeing how you could generalize this across networks of arbitrary complexity without pretty much checking every last leg, and that won't look pretty, computationally.


There's most likely a way to design the system to work properly. It's probably already been done before elsewhere ...
by Theikkru
Fri Sep 27, 2024 10:48 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 63646

Re: Friday Facts #430 - Drowning in Fluids

protocol_1903 wrote: Fri Sep 27, 2024 10:42 pm[...]you would need to propogate down the system until it reaches a low point[...]
I'm just not seeing how you could generalize this across networks of arbitrary complexity without pretty much checking every last leg, and that won't look pretty, computationally.

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