Search found 227 matches
- Fri Feb 09, 2024 3:18 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 118
- Views: 17143
Re: Friday Facts #397 - Factoriopedia
And I noticed something else about the unlocked by in the screenshots. The Foundry is unlocked by itself. Have I misunderstood something or is this a mistake? Looks normal to me, foundry (tech) unlocks foundry (recipe) which creates foundry (item) which places foundry (entity). In 1.1, techs that o...
- Mon Feb 05, 2024 2:24 am
- Forum: Gameplay Help
- Topic: Why doesn't my train run
- Replies: 3
- Views: 462
Re: Why doesn't my train run
You don't need signals as long as there's only one train. Once you add signals, track that is supposed to be used in both directions always needs them in pairs; having an unpaired signal makes that section of track one way, and if you happen to have unpaired signals on both sides of the track no aut...
- Fri Feb 02, 2024 1:47 pm
- Forum: Technical Help
- Topic: [1.1.101] GPU Performance issues
- Replies: 28
- Views: 1226
Re: [1.1.101] GPU Performance issues
short answer: factorio tries to use multithreading whenever possible. For details, see the FFF blog posts; optimizations, including parallelization, are a recurring topic there. The ideas and suggestions section in this forum also has its share of great multithreading ideas(tm) and why they won't wo...
- Sun Jan 28, 2024 10:50 pm
- Forum: Gameplay Help
- Topic: blueprint copy paste history
- Replies: 3
- Views: 327
Re: blueprint copy paste history
Already possible, default keybind is Shift + Mouse Wheel. In the controls settings it's called Next/Previous Clipboard under the Tools section.
- Sat Jan 13, 2024 5:37 am
- Forum: Modding help
- Topic: Help dividing entity stats based on existing entity stats
- Replies: 9
- Views: 668
Re: Help dividing entity stats based on existing entity stats
Assignment is "=", not "==". See the Lua 5.2 manual.
- Sat Dec 30, 2023 4:09 am
- Forum: Gameplay Help
- Topic: Is a train junction parallel multiplexer possible?
- Replies: 7
- Views: 747
Re: Is a train junction parallel multiplexer possible?
Thanks, guys. I think I get it now. Maybe, maybe not… I should have a LOT more space in between my wait area and my drop off area, and then build something like sparr's 4-to-6 mux junction (but perhaps scale it up to 20-to-10 or something). Not necessarily. Depending on how many trains go to each s...
- Mon Dec 25, 2023 3:36 am
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 3945
Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
It is moddableRanakastrasz wrote: ↑Sun Dec 24, 2023 10:35 pmI would be absolutely shocked if the limit of 300% is not itself moddable.
FFF 375 wrote:This is also why we created an overall machine limit on productivity to be +300% (modifiable by mods if needed)
- Thu Dec 21, 2023 2:58 am
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 24793
- Wed Nov 22, 2023 5:58 pm
- Forum: Modding help
- Topic: mod communicating with the outside world
- Replies: 7
- Views: 774
Re: mod communicating with the outside world
isn't it a major security issue to be able to run arbitrary code from a remote device ? What you can do via rcon is the same as what any mod and any player with access to /c can do; you're still constrained by the limits of the modding API. And since the server owner has to explicitly enable rcon v...
- Fri Nov 17, 2023 4:47 am
- Forum: Combinator Creations
- Topic: Extend pulse for S seconds
- Replies: 3
- Views: 4940
Re: Extend pulse for S seconds
A decider combinator with:thegroundbelowme wrote: ↑Thu Nov 16, 2023 9:48 pmI know what "each < N" means, but I'm fairly baffled by "each < N => 1 each"
Condition: each < N
=>
Output: each 1
- Sun Nov 12, 2023 7:48 am
- Forum: General discussion
- Topic: Combiner 2.0 Feedback
- Replies: 3
- Views: 699
Re: Combiner 2.0 Feedback
TLDR: Please add "Cargo Wagon Capacity" to the selector and maybe even "Steel Chest Capacity" [...] Add option for chests to output a signal for empty space or missing items from chest. I'd put free/used/total slots into the circuit settings for containers (and train stops). Hav...
- Sun Nov 12, 2023 7:04 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 45678
Re: Friday Facts #384 - Combinators 2.0
Some time ago I was thinking about how to enumerate all non-zero signals in a circuit. I thought that I didn’t have enough knowledge about combinators, but it turned out that this is now almost impossible. But at least it will be like this until version 2.0 I'm curious what you mean by "enumer...
- Sat Nov 11, 2023 5:38 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 45678
Re: Friday Facts #384 - Combinators 2.0
[...] The second thing I'd like most is the ability to select certain properties from red or green only.. stuff like everything * everything would be a lot more useful if you could say "red everything * green everything". YES. Vector operations, would perform out := green <OP> red for eac...
- Sat Nov 11, 2023 4:27 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 29687
Re: Friday Facts #383 - Super force building
You misunderstand. It's not a 1-tile chokepoint, it's a landfill being placed every other tile like [L W L W L W L]. This is walkable by the player, but impassable for biters. You don't need a single gun to defend it. It's been many months since I've played, perhaps they've corrected this? It's eve...
- Sat Nov 11, 2023 3:59 am
- Forum: Implemented in 2.0
- Topic: MAX/MIN functions
- Replies: 3
- Views: 609
Re: MAX/MIN functions
The same I've run across a need to find easily (read: not turn into a cluster of combinators) to cap values at the bottom and top. [S]=6; If [S] > 5 Then [S]=5 Else [S]=[S] [S]=1; If [S] < 2 Then [S]=2 Else [S]=[S] You can cap values on one side with one deciders, one arithmetic and two ticks; two ...
- Fri Nov 10, 2023 10:50 am
- Forum: Technical Help
- Topic: [1.0.0] Error InterruptibleStdioStream.cpp:61: Got EOF on stdin; closing
- Replies: 4
- Views: 1770
Re: [1.0.0] Error InterruptibleStdioStream.cpp:61: Got EOF on stdin; closing
Unless told otherwise systemd passes /dev/null as stdin, any attempt to read from it will result in an immediate EOF. Since as far as I know factorio doesn't actually read from its stdin, this "error" can be ignored.
- Mon Oct 23, 2023 6:18 pm
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 8204
Re: Lua or something else?
I'm shocked that Factorio wasn't built in C for performance reasons. It's written in C++. Only the modding API uses Lua. I really can't fault Wube for choosing Lua, [...]. Same. Out of the languages I'm aware of only Lua has the ability to easily restrict and replace parts of it's standard library,...
- Mon Oct 23, 2023 8:44 am
- Forum: Outdated/Not implemented
- Topic: Multiplayer and plugins without login in the game
- Replies: 7
- Views: 859
Re: Multiplayer and plugins without login in the game
If a user would like to host local server to play with friends without accessing Factorio network, then login should not be required. This is possible, but you have to disable user verification on the server. Similiar thing goes for accessing any plugins. I don't see any meaning in need to login in...
- Thu Oct 12, 2023 9:55 pm
- Forum: Ideas and Suggestions
- Topic: Give train stations weighted priority based on time since last train
- Replies: 3
- Views: 491
Re: Give train stations weighted priority based on time since last train
Adjust the train limit according to what's available. In particular, if a station can't fill/empty a complete train, set the limit to zero to keep trains from coming and waiting for a long time.
- Sun Oct 08, 2023 12:33 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 26283
Re: Friday Facts #379 - Abstract rewiring
So I wanted to multiply red wire signals by same type blue wire signals? Too bad, go build a giant signal type converter and then a giant math array. There's a well known 5 combinator solution, as long as the square of each input doesn't overflow into the sign bit. For a general solution see this t...