Search found 476 matches

by SoShootMe
Tue Sep 05, 2023 12:47 pm
Forum: Combinator Creations
Topic: Yet Another Kovarex Arrangement - But this time with a diagram
Replies: 9
Views: 1612

Re: Yet Another Kovarex Arrangement - But this time with a diagram

After a lot of experimentation with combinators I've slowly but surely moved towards the idea of "less is more". The blueprint below - a mixture of my own ideas and some inspiration from others - uses just one arithmetic combinator and one constant combinator. Feed it separate or unsorted ...
by SoShootMe
Sun Sep 03, 2023 9:20 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 42214

Re: Friday Facts #374 - Smarter robots

I've heard this a lot "it's more UPS intensive" seems the catchall counter to "bots should be better". I don't see any reason why this would be noticably more UPS intensive. The operations involved are: 1. like 4 multiply operations to find the location the robot would recharge ...
by SoShootMe
Fri Sep 01, 2023 2:02 pm
Forum: Combinator Creations
Topic: Botless labs
Replies: 13
Views: 1937

Re: Botless labs

Tertius' screenshot has more tightly woven belts than necessary, but I ended up with 2/3 the number rather than 1/2 Sorry, I can't count. I meant 2/3 (like your screenshot). If the expansion does increase the number of different science packs from 7 to 10 it will be needed again, since the woven de...
by SoShootMe
Fri Sep 01, 2023 6:18 am
Forum: Combinator Creations
Topic: Botless labs
Replies: 13
Views: 1937

Re: Botless labs

Once you also accept red belts and make the lab lines shorter (which you should anyway), you can just fold two different colors with underground belts using a very direct approach [...] This is what I was trying to create in the first place. It's not that nice and colorful as [Khagan's] 8-beacon se...
by SoShootMe
Fri Aug 25, 2023 8:28 am
Forum: Documentation Improvement Requests
Topic: Alignments in rendering are unclear
Replies: 8
Views: 916

Re: Alignments in rendering are unclear

Therenas wrote:
Fri Aug 25, 2023 8:14 am
Just want to note that this is a very valid issue, but hard to explain without an image, which the runtime docs don't support yet, so I'll likely wait on that.
"ASCII art"?
by SoShootMe
Tue Aug 22, 2023 3:52 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 500599

Re: Simple Questions and Short Answers

Some time ago, the behaviour of underground belts was changed, must be pretty recent, I'd say last year. They now forcefully change direction, and you can not have two underground belts facing eachother terminating. Can this behavoiur be reverted via settings? I don't think so, but are you sure it ...
by SoShootMe
Sat Aug 19, 2023 3:07 am
Forum: Mods
Topic: Industrial Revolution 3
Replies: 13
Views: 6561

Re: Industrial Revolution 3

Hello! Loving the mod. Second attempt. So far 4d4h14s. I've also been (mostly!) enjoying playing IR3 for the first time, but quite badly in my own estimation (please bear this in mind :)), having just automated the Electrum analysis pack the last time I played the save. I note there are significant...
by SoShootMe
Tue Aug 15, 2023 5:38 pm
Forum: Railway Setups
Topic: ROUNDABOUT without blocking turn right
Replies: 8
Views: 2728

Re: ROUNDABOUT without blocking turn right

Hm, I wonder if the straight lines even add anything useful to the junction. For me they make it just more complicated. They are definitely more complicated, but (aside from possible performance differences which are also affected by other factors) three benefits spring to mind: If you have built a...
by SoShootMe
Thu Aug 03, 2023 3:25 pm
Forum: Gameplay Help
Topic: Refuel train when needed *Help Please*
Replies: 3
Views: 822

Re: Refuel train when needed *Help Please*

In vanilla, you can't read how much fuel a train has, so you must flip the problem around: bring fuel to trains instead of trains to fuel. This also has the advantage that refueling happens when the train is stopped anyway, instead of requiring a diversion and an extra stop (even if only occasional)...
by SoShootMe
Fri Jul 28, 2023 7:34 am
Forum: Not a bug
Topic: [1.1.88] Very slow missing materials counting
Replies: 6
Views: 817

Re: [1.1.88] Very slow missing entities counting

I haven't noticed any change in behaviour; I have always noticed "missing materials" counts being incomplete, and slow responses, when the number of ghosts is large. This arises from the way they are processed that is done in order to limit performance impact, trading one source of bad UX ...
by SoShootMe
Sun Jul 23, 2023 8:47 am
Forum: Not a bug
Topic: [1.1.87] Launch: Remember last used monitor
Replies: 3
Views: 670

Re: [1.1.87] Launch: Remember last used monitor

Genhis wrote:
Sun Jul 23, 2023 7:29 am
Also, there is a handy windows shortcut to quickly move applications between screens: Win + Shift + left/right arrow key
A shortcut with an almost perfect mnemonic for the key presses: shift windows left/right (surely not a coincidence).
by SoShootMe
Sun Jul 23, 2023 6:44 am
Forum: Gameplay Help
Topic: Construction Bots aren't being utilized
Replies: 8
Views: 1118

Re: Construction Bots aren't being utilized

BotsOnStrike wrote:
Sat Jul 22, 2023 8:33 pm
Based on this, I assume there is a hard cap for how many job checks the game does per update.
Have a read of Increase bot queue processing rate.
by SoShootMe
Sun Jul 16, 2023 4:06 am
Forum: Technical Help
Topic: kr2 new map initialization error
Replies: 2
Views: 438

Re: kr2 new map initialization error

It almost certainly is a mod incompatibility - though possibly only due to a bug in one or more mods. Ensure Factorio itself and mods are up to date. Then try disabling mods that are not required for, or specifically listed as compatible with, Krastorio 2. If that works, you can experiment with comb...
by SoShootMe
Fri Jul 07, 2023 7:43 am
Forum: Pending
Topic: [1.1.85] Icon dump truncates names with `:`
Replies: 10
Views: 1569

Re: [1.1.85] Icon dump truncates names with `:`

A collision on short strings of text would be a big discovery, I would love to see it. Hardly ;). You mean a collision using an algorithm such as one of the SHA family - which would be a good choice to meet the "trivial" requirement and reliable in practice. Another reliable alternative w...
by SoShootMe
Fri Jul 07, 2023 6:58 am
Forum: Not a bug
Topic: Blueprint blocks transport belt
Replies: 6
Views: 1033

Re: Blueprint blocks transport belt

A belt marked for deconstruction stops transporting items; this is the intended behaviour as far as I know.

If that's not the situation you are trying to describe, I think you need to explain more clearly: steps to replicate, the expected result and the actual result.
by SoShootMe
Fri May 26, 2023 6:51 am
Forum: Modding help
Topic: entity.minable.results = random?
Replies: 8
Views: 1182

Re: entity.minable.results = random?

On another note, I assumed the thing I wanted was the default behavior for the probability based on the way uranium processing is set up [...] A boolean could be used to determine AND or OR for the results list. Perhaps make this thread a feature request? It should be easy enough to add A setting o...
by SoShootMe
Sat May 06, 2023 2:12 pm
Forum: Technical Help
Topic: Built computer with highest CPU cache available and game still stutters
Replies: 17
Views: 3643

Re: Built computer with highest CPU cache available and game still stutters

There are many trains (I lost count) with no path to either "Green Chips - Out" or "Iron Plates - Out". You can find them (amongst those that have no problem) by opening the Train overview (O) and filtering (Ctrl+F) the Trains list for those stop names. I didn't manage to spot wh...
by SoShootMe
Thu May 04, 2023 12:19 pm
Forum: Ideas and Suggestions
Topic: QoL idea: Automatically create ghosts on building destruction, even before robotics
Replies: 4
Views: 773

Re: QoL idea: Automatically create ghosts on building destruction

This is already a feature unlocked by Construction robotics research, which also enables their automated replacement and can be researched relatively soon after acquiring oil. I would say it is a deliberate choice (much as you must unlock assembling machines to enable automated crafting, which can b...
by SoShootMe
Sun Apr 23, 2023 7:04 pm
Forum: Modding help
Topic: validate my approach on scheduling an alert?
Replies: 2
Views: 527

Re: validate my approach on scheduling an alert?

This feels little clunky to me, since that handler needs to fire every `offset` ticks. That seems fine if offset is one minute, but if that offset is less (e.g. 30 seconds, or even 10 seconds), it's going to fire a *lot* without doing anything useful, and that seems wasteful. Even checking (say) ev...
by SoShootMe
Thu Apr 20, 2023 12:08 pm
Forum: Gameplay Help
Topic: getting back the old hotbar feel
Replies: 4
Views: 1129

Re: getting back the old hotbar feel

is there a way to get back the old hotbar(quickbar?) from the older versions of the game (0.16 and earlier)? As Silari wrote, the short answer is "No"; the hot/quick bar is fundamentally different now (it's just shortcuts rather than part of inventory)... i really liked being able to just...

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