Search found 476 matches
- 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 ...
- 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 ...
- 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...
- 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...
- Fri Aug 25, 2023 8:28 am
- Forum: Documentation Improvement Requests
- Topic: Alignments in rendering are unclear
- Replies: 8
- Views: 916
- 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 ...
- 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...
- 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...
- 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)...
- 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 ...
- Sun Jul 23, 2023 8:47 am
- Forum: Not a bug
- Topic: [1.1.87] Launch: Remember last used monitor
- Replies: 3
- Views: 670
- 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
Have a read of Increase bot queue processing rate.BotsOnStrike wrote: ↑Sat Jul 22, 2023 8:33 pmBased on this, I assume there is a hard cap for how many job checks the game does per update.
- 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...
- 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...
- 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.
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.
- 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...
- 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...
- 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...
- 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...
- 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...