Search found 201 matches

by bormand
Sun Mar 14, 2021 8:02 am
Forum: Outdated/Not implemented
Topic: mute the game while alt-tabbed
Replies: 107
Views: 52090

Re: mute the game while alt-tabbed

I dont have any programming knowledge i just wanted to help. Thats why i searched it and instant found something. I thought it might be helpfull. I'm sorry for being rude, but do you think devs can't google themselves? The real cost of a feature is not an implementation, which might be rather trivi...
by bormand
Wed Mar 10, 2021 11:04 am
Forum: General discussion
Topic: Why is the rocket silo in the military section?
Replies: 1
Views: 1145

Re: Why is the rocket silo in the military section?

It's not. It was moved into production tab, update your game.

P.S. Which version do you play?
by bormand
Wed Mar 10, 2021 10:50 am
Forum: Mod portal Discussion
Topic: Bug in mod DL counter
Replies: 2
Views: 1348

Re: Bug in mod DL counter

Probably related: viewtopic.php?f=189&t=92803
by bormand
Wed Mar 10, 2021 9:56 am
Forum: Ideas and Suggestions
Topic: Add overall graph of the electric network
Replies: 2
Views: 1445

Add overall graph of the electric network

What Add an overall graph for the electric network (new tab, probably?). Show potential demand as a red line and a potential supply as a green line on the first graph. Show accumulators charge on the second graph. Just the same numbers as shown on the bars, but as a graph. Why Graphs are split by p...
by bormand
Wed Mar 10, 2021 5:38 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Compact-ish early game rocket fuel
Replies: 2
Views: 2715

Re: Compact-ish early game rocket fuel

Very clean and suitable for manual build. I like it!

If you resort to some weaving, you can squeeze it even further:
Screenshot from 2021-03-10 12-34-17.png
Screenshot from 2021-03-10 12-34-17.png (851.86 KiB) Viewed 2632 times
by bormand
Tue Mar 09, 2021 8:12 pm
Forum: Gameplay Help
Topic: Train Signals - Correct Way to Set Bi-directional Bypasses
Replies: 15
Views: 5975

Re: Train Signals - Correct Way to Set Bi-directional Bypasses

SoShootMe wrote: ↑
Tue Mar 09, 2021 7:38 pm
making a unidirectional bypass long enough to allow two trains to wait in each side
It's better to add another bypass in the middle of bidirectional track than gathering trains at the ends, I think. You may get almost 2x throughput from that.
by bormand
Tue Mar 09, 2021 1:45 pm
Forum: Ideas and Suggestions
Topic: Add a field on each entity in game.
Replies: 6
Views: 1408

Re: Add a field on each entity in game.

Most entities have unique unit_number, as far as I remember. Would it be enough in this case?
by bormand
Tue Mar 09, 2021 10:41 am
Forum: Gameplay Help
Topic: Train Signals - Correct Way to Set Bi-directional Bypasses
Replies: 15
Views: 5975

Re: Train Signals - Correct Way to Set Bi-directional Bypasses

disentius wrote: ↑
Tue Mar 09, 2021 9:51 am
In which situation would it deadlock?
Something like that:
Screenshot from 2021-03-09 17-35-31.png
Screenshot from 2021-03-09 17-35-31.png (4.27 KiB) Viewed 5673 times
Your previous design is immune to such deadlocks: it never allows two trains to occupy both bypass lanes in the same direction.
by bormand
Mon Mar 08, 2021 12:44 pm
Forum: Gameplay Help
Topic: Train Signals - Correct Way to Set Bi-directional Bypasses
Replies: 15
Views: 5975

Re: Train Signals - Correct Way to Set Bi-directional Bypasses

disentius wrote: ↑
Mon Mar 08, 2021 12:31 pm
You can make your bypasses bidirectional, but that doesn't increase troughput, so it's a waste of signals.
Not only a waste of signals, but a potential cause for (rare) deadlocks.
by bormand
Sun Mar 07, 2021 5:42 pm
Forum: Gameplay Help
Topic: Will somebody kindly explain research speed to me :'(
Replies: 8
Views: 2488

Re: Will somebody kindly explain research speed to me :'(

LittleMissMurder wrote: ↑
Sun Mar 07, 2021 5:33 pm
varies
It's almost always 30s for midgame technologies and increases to 60 at endgame.

So you can build enough labs to run 30s researches at desired speed and double them later.
by bormand
Sun Mar 07, 2021 1:13 pm
Forum: Gameplay Help
Topic: Automating train construction?
Replies: 2
Views: 1231

Re: Automating train construction?

Something like this?

https://mods.factorio.com/mod/DoRobotsB ... aticTrains

P.S. You can blueprint them even in vanilla and bots will build them and bring some fuel. But they will stay in manual mode until you switch them to auto, unfortunately.
by bormand
Sat Mar 06, 2021 6:59 pm
Forum: Not a bug
Topic: [1.1.26] serpent.dump fails to dump recipe table
Replies: 1
Views: 816

Re: [1.1.26] serpent.dump fails to dump recipe table

Looks like LuaRecipes are objects from the C++ side, not usual tables. I doubt you can dump them that way... You can loop over them and dump their properties one by one, though. https://lua-api.factorio.com/latest/LuaRecipe.html Alternative approach is to dump them a bit earlier, at the data stage: ...
by bormand
Sat Mar 06, 2021 6:41 pm
Forum: Not a bug
Topic: [1.1.26] Wube logo splashes water
Replies: 2
Views: 793

Re: [1.1.26] Wube logo splashes water

Well, it is a water... You can even build offshore pump near it.
by bormand
Sat Mar 06, 2021 11:54 am
Forum: General discussion
Topic: Lua or something else?
Replies: 31
Views: 8171

Re: Lua or something else?

Impatient wrote: ↑
Sat Mar 06, 2021 11:50 am
JavaScript, a widely known scripting language with c-syntax
Another cool feature of V8 is that you can use other languages like TypeScript if you don't like JS and want stricter type checks.
by bormand
Sat Mar 06, 2021 10:57 am
Forum: General discussion
Topic: Lua or something else?
Replies: 31
Views: 8171

Re: Lua or something else?

ikm wrote: ↑
Sat Mar 06, 2021 10:48 am
setting up cross-compilation to Mac and Linux
In theory, devs can provide ready-made SDK where everything is set up and ready to work. It's a total overkill and Sisyphean labor, though. Unless you're creating a generic engine like UE or Unity.
by bormand
Sat Mar 06, 2021 10:26 am
Forum: Technical Help
Topic: [1.1.26] Headless server config.ini options are not working
Replies: 5
Views: 1840

Re: [1.1.26] Headless server config.ini options are not working

CovertKraken wrote: ↑
Sat Mar 06, 2021 9:47 am
so it's a mystery to me why the config.ini doesn't work
Headless mode uses server-settings.json, GUI mode uses config.ini, as far as I remember.
by bormand
Sat Mar 06, 2021 10:14 am
Forum: Technical Help
Topic: [1.1.26] Headless server config.ini options are not working
Replies: 5
Views: 1840

Re: [1.1.26] Headless server config.ini options are not working

CovertKraken wrote: ↑
Sat Mar 06, 2021 9:47 am
Linux uses a config.ini instead of a .json
It respects game_password and other settings from the server-settings.json, not from the config.ini. Just checked it on my VPS.
by bormand
Sat Mar 06, 2021 9:39 am
Forum: Technical Help
Topic: [1.1.26] Headless server config.ini options are not working
Replies: 5
Views: 1840

Re: [1.1.26] Headless server config.ini options are not working

Server options should be specified in server-settings.json, as far as I remember. Make a copy of example file (server-settings.example.json), fill the settings and pass it through --server-settings argument.
by bormand
Sat Mar 06, 2021 9:00 am
Forum: Not a bug
Topic: [1.1.26] Headless server fails to start if a config.ini is specified
Replies: 4
Views: 1558

Re: [1.1.26] Headless server fails to start if a config.ini is specified

Pass server-settings.json to --server-settings, pass config.ini to --config.

Go to advanced search