Search found 57 matches

by Nidan
Thu Oct 15, 2020 3:23 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 219
Views: 17036

Re: Optimization idea: abstraction

Things with circuit logic that can't run event-based (most of them): the circuit logic never sleeps. Setting active=false doesn't do anything for it. Can you elaborate why the circuit logic can't be sleep? For all vanilla circuit entities, the result they compute can only change when their input ch...
by Nidan
Sat Oct 10, 2020 10:02 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 36627

Re: Friday Facts #361 - Train stop limit, Tips and tricks

do you have a tip for wiring up things like transport belts that you wouldn't necessarily think could be connected to a circuit network (speaking of which, I think the tag "wireable" should be included in the tooltips of applicable items. On more than one occasion I've tried to wire somet...
by Nidan
Sat Oct 10, 2020 9:47 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 36627

Re: Friday Facts #361 - Train stop limit, Tips and tricks

things which i think are important for the Tips & Tricks: A Reminder that a Signal will never be 0 (Zero) (hopefully gets fixed someday) It is fixed. I agree that this trivial status need a Tip. It repeats again and again. Two statements are valid: Any variable which value equals zero has value...
by Nidan
Fri Oct 09, 2020 2:58 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 36627

Re: Friday Facts #361 - Train stop limit, Tips and tricks

A minor quality of life improvement that shouldn't be overly difficult is a way to limit the number of modules inserted without having to open each machine's interface. For example it's annoying when putting efficiency modules into machines with 4 module slots, because only the first three do anyth...
by Nidan
Thu Mar 12, 2020 7:16 am
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 12547

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

vedrit wrote: ↑
Wed Mar 11, 2020 11:33 pm
...a special mode which allows a selected mod to hook all the Lua instances Factorio creates, at the cost of disabling multiplayer and only allowing one Instrument at once.
doesn't mean ONE mod?
One mod that's doing the instrumentation, not one mod that's being instrumented.
by Nidan
Tue Oct 01, 2019 7:13 pm
Forum: Ideas and Suggestions
Topic: Circuit network design
Replies: 20
Views: 4725

Re: Circuit network design

This looks like a good place to (once more) show how a distinction could act and be implemented: But I'd like if a distinction between "signal is zero" and "signal is not present" were added. Most entities would continue to work as now - Outputting a signal results in that signal...
by Nidan
Sat Jul 06, 2019 11:27 pm
Forum: Ideas and Suggestions
Topic: Bart's prioritize placing buildings and using logistics
Replies: 3
Views: 336

Re: Bart's prioritize placing buildings and using logistics

I agree that construction bots should prioritize blueprints over storage when deconstructing something. For your other issue I find it even more annoying when the box fill my character's inventory and then hover around my character waiting for me to empty my inventory, […] Construction bots from a l...
by Nidan
Sat Jul 06, 2019 11:13 pm
Forum: Ideas and Suggestions
Topic: Purple-Print
Replies: 1
Views: 295

Re: Purple-Print

This could be very helpful for switching from Transporter Belts to Fast or Express Transporter Belts, or upgrading Assemblers (& belts) in a production line. That's an upgrade planner . Placing a purple-blueprint over a patch of trees and having the trees auto removed before buildings placed wo...
by Nidan
Sun May 05, 2019 6:59 pm
Forum: Ideas and Suggestions
Topic: General Issues with Automated Mod Downloading
Replies: 5
Views: 518

Re: General Issues with Automated Mod Downloading

As I happen to have the modpack in question, just for comparison, the loading times on my computer: Greg's modpack: 379.779 Loading sounds... (mod loading has finished) 410.756 Factorio initialised (main menu shown) Vanilla: 4.206 Loading sounds... 16.268 Factorio initialised I'd agree that this is ...
by Nidan
Wed May 01, 2019 2:12 am
Forum: Ideas and Suggestions
Topic: x < N, anything/everything. Real math or "Factorio" math?
Replies: 19
Views: 1239

Re: x < N, anything/everything. Real math or "Factorio" math?

How about separating zero and unpresent signals from each other? But I'd like if a distinction between "signal is zero" and "signal is not present" were added. Most entities would continue to work as now - Outputting a signal results in that signal being present - Reading a signa...
by Nidan
Mon Mar 18, 2019 8:59 pm
Forum: Releases
Topic: Version 0.17.15
Replies: 9
Views: 8533

Re: Version 0.17.15

Fixed that disabling friendly fire prevented fish from healing. There has GOT to be a great story behind how this happened. How does friendly fire interact with regeneration. Does it somehow break the regeneration timer or something? That's somewhat obvious: Fish deals damage to yourself, negative ...
by Nidan
Sun Mar 17, 2019 11:54 pm
Forum: Ideas and Suggestions
Topic: Temporary Stations = Manual train mode
Replies: 20
Views: 3078

Re: Temporary Stations = Manual train mode

I find the best solution to put an option in the settings menu. The option would be cumbersome to use as you might need to toggle it for every other train. Maybe the best solution is a compromise. If the train is in manual mode when you control-click to create a temp station, then the train tempora...
by Nidan
Sun Mar 17, 2019 4:45 pm
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 17769

Re: Friday Facts #286 - Pollution cleanup

"emissions_per_tick_per_watt" and "pollution_absorption_per_second ". Why ticks and seconds within the same context? And what if the update rate drops below 60 ticks/second? I can say the same about any in-game mention of seconds. For example, recipe times or mining speed. A fac...
by Nidan
Thu Mar 14, 2019 10:33 pm
Forum: Releases
Topic: Version 0.17.9
Replies: 56
Views: 19426

Re: Version 0.17.9

Its not "normal" a CDN is normal used to give the user a ip near their location to improve speed and responsivness. This round robin is just used to spread the load across different servers, which can work better, or worser. It probably also doenst count on the current load of the servers...
by Nidan
Tue Mar 12, 2019 12:45 am
Forum: Releases
Topic: Version 0.17.9
Replies: 56
Views: 19426

Re: Version 0.17.9

(I dont get what they have done) Nothing special, that's just normal DNS operation. Each time your computer needs to look up an IP for dcdn.factorio.com it gets them in a random order and then picks the first one to connect to. (It would try the other ones in order if it failed to connect to the pr...
by Nidan
Sat Mar 09, 2019 1:58 pm
Forum: Ideas and Suggestions
Topic: Change Factorio's numeric versionning system
Replies: 38
Views: 2938

Re: Version 0.17.8

0.17.9 + 0.0.1 is not 0.18.0, it's 0.17.10. Same for 0.17.99->0.17.100, and onward forever. The max value for each version is 65535, So technically after 0.17.65535, we really have no choice but to make it 0.18.0 (Or maybe it would overflow back to 0.17.0) from a just crytography/computer POV one c...
by Nidan
Wed Feb 27, 2019 12:14 am
Forum: Ideas and Suggestions
Topic: circuit networks..
Replies: 16
Views: 1883

Re: circuit networks..

But I'd like if a distinction between "signal is zero" and "signal is not present" were added. Most entities would continue to work as now - Outputting a signal results in that signal being present - Reading a signal that isn't present is treated as zero For arithmetic (mainly t...
by Nidan
Fri Feb 22, 2019 11:21 pm
Forum: Implemented Suggestions
Topic: Incremental Updates
Replies: 9
Views: 2260

Re: Incremental Updates!

The ingame updater happens to do just that.
If you are using the steam version the ingame updater is probably disabled however as steam takes care of the updating and the devs might be limited in their options there
by Nidan
Thu Feb 21, 2019 1:08 am
Forum: Ideas and Suggestions
Topic: circuit networks..
Replies: 16
Views: 1883

Re: circuit networks..

And.. If the value of a variable is zero, still show it. Loosing any sign of a variable just because its zero makes debugging circuit networks really tough! The thing is...every value is zero, unless it's not. If you hover over a power pole, and it says there are 53 Electronic Circuits and nothing ...
by Nidan
Sat Feb 02, 2019 12:37 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 43270

Re: Friday Facts #280 - Visual Feedback is the king

How do waypoints interact with the circuit network? Are train id and contents available on the tick the train passes through the waypoint?

Go to advanced search