Search found 225 matches

by Nidan
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]
by Nidan
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...
by Nidan
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...
by Nidan
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...
by Nidan
Sun Sep 04, 2022 11:36 pm
Forum: Releases
Topic: Version 1.1.68
Replies: 2
Views: 10728

Re: Version 1.1.68

manjhi wrote:
Sun Sep 04, 2022 10:19 pm
Since this version, the keyboard shortcut to move items from inventory to trash slots is not working. Both ctrl+click and shift+click are not working.
Instead of posting here, the recommended place is the bug reports forum. And, as it happens, there's already a thread regarding that issue.
by Nidan
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...
by Nidan
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.
by Nidan
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...
by Nidan
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...
by Nidan
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.
by Nidan
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?

Twisted_Code wrote:
Fri Jun 10, 2022 5:44 am
PS:
@Yenz: what does "nb:" stand for?
nota bene: note well; note
by Nidan
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...
by Nidan
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.
by Nidan
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...
by Nidan
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...
by Nidan
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...
by Nidan
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...
by Nidan
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...
by Nidan
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...
by Nidan
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...

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