Search found 416 matches
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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 ...
0eNqV1M1uwyAMB/B38ZlIIXx08CpTNaUpypASUgGdFkW8+2iqtodpmn0E7J8Pf+QNTtPVXaIPGewGflhCAvu+QfJj6KfbXehnBxZi7ycoDHw4u2+wvBwZuJB99u7esR/Wj3CdTy7WAvbonNzYD2uTciXGz9zsEoPLkmrzEm4zKigODFawDRd1yNlHN9wfZWG/7I5qG7wtiLbkeFtSbYG3FdVWeFtTbUKWB6pNyPKNaCtCluZpIz+2+d ...
- 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 ...
0eNq9Vktu2zAQvYrBbanAliXF1q5AF1110a1hCJQ0sQlTokBSToVAB+hBerGepENaoj9R2iQIigACQ868efNmOPQTyUULjeK1IekT4YWsNUk3T0TzXc2E3atZBSQlinFBekp4XcIPki56OmGU810AAgqjeBE0UsCFR9hvKYHacMPhFMP902V1W+WgEJJexgoGcEoaqdFH1jYO4qyTu5iSjqRBvLqLEb ...
- 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
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.GongT wrote: Wed Oct 30, 2024 11:44 pm [...]
every formula have a "value" parameter variable reference to it self.
[...]
- 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 ...
self-ref ...
- Sun Nov 03, 2024 5:33 pm
- Forum: Duplicates
- Topic: [2.0.13] Parameterized constants are force-merged with other constants based on default value
- Replies: 2
- Views: 340
- 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 ...
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 ...
- 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 ...
For example ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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
How's this sound: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?
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.
- 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 ...
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 ...
- 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
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.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.
[...]
- 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 ...
- 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
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.protocol_1903 wrote: Fri Sep 27, 2024 10:42 pm[...]you would need to propogate down the system until it reaches a low point[...]