Search found 225 matches
- Sat Sep 10, 2022 12:02 am
- Forum: This Forum
- Topic: Forum BUG: Notifications don't honor foes
- Replies: 5
- Views: 1289
Re: Forum BUG: Notifications don't honor foes
[Moderated by Koub : Response to Off topic]
- Thu Sep 08, 2022 5:30 pm
- Forum: Gameplay Help
- Topic: Help needed: Requisition order via circuits
- Replies: 29
- Views: 3262
Re: Help needed: Requisition order via circuits
In my mind I could wire it up so that it stored the request until it was fulfilled then just wipe clean once the storage box was no longer requesting but I'm missing how to just wipe the memory cell and not introduce more values in doing so. ... the problem becomes a way to trigger this during only...
- Thu Sep 08, 2022 7:29 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 19610
Re: why prod modules are important
Let's try to move the discussion away from Kindergarden back to something fact based... According to https://kirkmcdonald.github.io/calc.html#zip=S0ksSbQ11AVCS7XczDxbY7WUXNsCY7XMktTcYtuCovyU0uSSzLLMkkrdXCA7J1XX2KrIylANwsGqwirVGI50sJtASIURsgoA a single productivity module 3 requires 1200 coal + copp...
- Thu Sep 08, 2022 12:56 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 19610
Re: why prod modules are important
Let's try to move the discussion away from Kindergarden back to something fact based... According to https://kirkmcdonald.github.io/calc.html#zip=S0ksSbQ11AVCS7XczDxbY7WUXNsCY7XMktTcYtuCovyU0uSSzLLMkkrdXCA7J1XX2KrIylANwsGqwirVGI50sJtASIURsgoA a single productivity module 3 requires 1200 coal + coppe...
- Sun Sep 04, 2022 11:36 pm
- Forum: Releases
- Topic: Version 1.1.68
- Replies: 2
- Views: 10728
Re: Version 1.1.68
Instead of posting here, the recommended place is the bug reports forum. And, as it happens, there's already a thread regarding that issue.
- Fri Aug 26, 2022 9:01 am
- Forum: Gameplay Help
- Topic: Don't understand why the Decider combinator works the way it does
- Replies: 9
- Views: 2338
Re: Don't understand why the Decider combinator works the way it does
It's more flexible. You can replicate your suggestion by outputting the tested signal and then using an arithmetic combinator to rename it to the signal you actually wanted. But what if the signal you're testing and the signal you need to forward/output are different? For example, when I need some m...
- Wed Aug 24, 2022 10:10 am
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 145
- Views: 52946
Re: ARM Build
Here someone tried to run factorio through an emulator of some sort, the results weren't pretty in multiplayer. A few posts down there's a desync report in case someone is interested in analyzing it.
- Thu Jul 14, 2022 10:06 am
- Forum: Gameplay Help
- Topic: Train/Station management issue
- Replies: 9
- Views: 1848
Re: Train/Station management issue
Thanks for your info. The train limit, as I have understood it, affects all trains and not specific ones. It affects all trains that would otherwise be heading to that particular station, same as disabling the station. As for the delay ... I will look into this again, maybe you can provide an examp...
- Thu Jul 14, 2022 2:58 am
- Forum: Gameplay Help
- Topic: Train/Station management issue
- Replies: 9
- Views: 1848
Re: Train/Station management issue
As already mentioned, train limits are probably the best solution for your problem. Disabling a station tells the approaching trains to go away, first to another station with the same name and if there are none to the next schedule entry. If there are no enabled stations in the schedule or none of t...
- Tue Jun 21, 2022 8:24 pm
- Forum: General discussion
- Topic: Should Construction Robots Prioritze Storage Chests ?
- Replies: 35
- Views: 9450
Re: Should Construction Robots Prioritze Storage Chests ?
You can solves the problem by getting rid of passive providers: Storage chests can be filtered/restricted to one item, so if your passive providers only have one item you could replace them with filtered storage chests.
- Fri Jun 10, 2022 10:58 am
- Forum: Technical Help
- Topic: [SOLVED][0.18.32] Blueprint library restoration?
- Replies: 9
- Views: 3149
Re: [SOLVED][0.18.32] Blueprint library restoration?
nota bene: note well; note
- Wed Jun 08, 2022 8:47 pm
- Forum: Ideas and Suggestions
- Topic: [0.18.18] Blueprint Book File Symlink Overwritten
- Replies: 10
- Views: 2854
Re: [0.18.18] Blueprint Book File Symlink Overwritten
There are basically two options how to replace an existing file with a new version: a) truncate the old file and write the new content or b) write the new content into a new file and then move it on top of the old one. a) preserves symlinks, but risks corruption in case of a crash. b) can recover fr...
- Sat Jun 04, 2022 4:39 pm
- Forum: Technical Help
- Topic: Request info from headless server via local network
- Replies: 5
- Views: 1166
Re: Request info from headless server via local network
The comments for the options say "when launching MP server from the menu". Are you actually doing that? If you are starting the server via command line instead, check the output from --help, it should mention similar options.
- Tue May 31, 2022 4:19 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 145
- Views: 52946
Re: [Arm64 Linux Server] Running in ARM64 using Box64
box64 seems to be the easiest way for developers to support Factorio on ARM. Are you sure? Since you also wrote Forgot to add, but I get a *lot* of desyncs and CatchUp errors with box64 on the server. It might be useful to provide some desync reports here so someone (not me) can analyze them to see...
- Tue May 24, 2022 12:26 pm
- Forum: Railway Setups
- Topic: Simple combinator-free safe rail crossing
- Replies: 23
- Views: 46508
Re: Simple combinator-free safe rail crossing
Your crossing looks promising, but when I tried to use it the game responded: “Failed to import string, unknown version ‘H…’”and refuses to create a blueprint. As starter I use factorio without mods, walk before I run 😉. Version 1.1.59 (build 59719. win64). What gives? You can try if the import wor...
- Tue May 24, 2022 12:50 am
- Forum: Gameplay Help
- Topic: Why are combinator balancers not used more?
- Replies: 14
- Views: 2717
Re: Why are combinator balancers not used more?
My other thought then is that maybe the ore patch was containing mixed ore, or some pieces of stone or coal that if present on the belt would prevent further contamination at the cost of sudden stop. the mod 7 like using 56 both impacted similarly. Balancing each lane or individual items is impossi...
- Mon May 23, 2022 5:39 pm
- Forum: Gameplay Help
- Topic: Why are combinator balancers not used more?
- Replies: 14
- Views: 2717
Re: Why are combinator balancers not used more?
About the getting stuck i think it can happen when items are positionned on 2 belts when a belt is disabled. The item will count on 1 belt, but part of it will be on another one, which will prevent this previous belt from having 8 items when things backs up. I can't remember the exact figures but i...
- Mon May 16, 2022 7:25 am
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 35
- Views: 9009
Re: Potentially easy chest-behavior performance optimization
The mode-change is hidden for the player. It’s just a change in the internal representation. Of course it's hidden from the player. But it's not hidden from the programer who has to implement the mode change. And an implementation with less special cases tends to be easier to read, reducing cogniti...
- Sun May 15, 2022 6:45 pm
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 35
- Views: 9009
Re: Potentially easy chest-behavior performance optimization
Since it is statically allocated and contains (I guess) 4 bytes per stack, it normally fits nicely in a single cache block and the iteration is extremely fast. Small correction: Rseding explicitly said "An inventory is a vector of ItemStack (24 bytes each).". In the ItemStack structure de...
- Mon May 02, 2022 1:41 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 197584
Re: Parrallel processing in games & applications
Well, you could probably define meta-chunks, eg, 16x16 chunks or something. Or maybe one thread per surface at a minimum, though maybe it's already like that I guess. Certainly the per surface approach opens up a lot of potential for the dlc if it leverages that. Maybe they could even fix the per s...