Search found 322 matches

by Nidan
Wed Nov 13, 2024 7:45 am
Forum: News
Topic: Friday Facts #436 - Lost in Translation
Replies: 81
Views: 22914

Re: Friday Facts #436 - Lost in Translation


Very mature to call people "kids" by just small grammar mistakes


You're misunderstanding their post. While they're calling out your mistake, if it was understood as a mistake in the first place ("optimalization" to me feels similar to German "Verschlimmbesserung"), it is unrelated to the ...
by Nidan
Wed Nov 13, 2024 1:35 am
Forum: Implemented Suggestions
Topic: Let us read space request from combinators regardless of the planet having the supply.
Replies: 5
Views: 1693

Re: Let us read space request from combinators regardless of the planet having the supply.

I'm saying there is a way to "hear" the ships requests, the silo can expose them on the circuit network. Since you were talking about using combinators to build the requests on demand, I thought that's all the help you'd need. If you absolutely need to have the ships requests also be requests in ...
by Nidan
Tue Nov 12, 2024 3:41 pm
Forum: Gameplay Help
Topic: Simple way to cap a circuit signal at a maximum value?
Replies: 5
Views: 2745

Re: Simple way to cap a circuit signal at a maximum value?

The OP got very close to the solution. Instead of putting the maximum directly into the deciders, put it into a constant combinator connected to both deciders, using the other wire color.
Decider 1: Each red <= Each green, output Each red
Decider 2: Each red > Each green, output Each green
You can ...
by Nidan
Tue Nov 12, 2024 11:15 am
Forum: Minor issues
Topic: Bug - Pressure Units
Replies: 1
Views: 371

Re: Bug - Pressure Units

What's wrong with hPa? Since the game talks about atmospheric pressure, hPa would be what I'm used to, from e.g. weather forecasts.
by Nidan
Mon Nov 11, 2024 8:11 am
Forum: Implemented Suggestions
Topic: Let us read space request from combinators regardless of the planet having the supply.
Replies: 5
Views: 1693

Re: Let us read space request from combinators regardless of the planet having the supply.

What the "read station requests" option does is exposing the requests on the circuit network, not the logistics network. The logistics network is controlled by "automatic requests from space stations" and, as you describe, only requests full rockets of a single item when they're available; probably ...
by Nidan
Fri Nov 08, 2024 2:05 pm
Forum: News
Topic: Friday Facts #436 - Lost in Translation
Replies: 81
Views: 22914

Re: Friday Facts #436 - Lost in Translation


Regarding accented letter search, note that in, e.g., Swedish, the letters å, ä, and ö are not accented versions of a and o, but separate letters, and searching for "a" should not match those letters, or vice versa. Of course I have not tried the new search and am not even using the Swedish ...
by Nidan
Thu Nov 07, 2024 9:50 am
Forum: Ideas and Suggestions
Topic: have elevated and ground tracks not share color, if they "intersect"
Replies: 9
Views: 990

Re: have elevated and ground tracks not share color, if they "intersect"

Generally this should be attempted, but it can't be guaranteed. With elevated rails you can construct pathological cases where a fixed number of colors will never suffice. (With only a single layer having 4 colors is enough.)
by Nidan
Mon Nov 04, 2024 7:01 pm
Forum: Ideas and Suggestions
Topic: Add more decimal places in assembler tooltip
Replies: 12
Views: 1886

Re: Add more decimal places in assembler tooltip


It means we can always have three significant figures, regardless of magnitude (within reason, haha).


I approve of always having three significant digits, but why not recycle the pattern we have for large numbers? Ideally I'd like three digits, potentially with a decimal point, followed by an ...
by Nidan
Tue Oct 08, 2024 8:57 am
Forum: General discussion
Topic: No Marathon mode in 2.0 confirmed?
Replies: 45
Views: 10329

Re: No Marathon mode in 2.0 confirmed?

Panzerknacker wrote: Mon Oct 07, 2024 7:01 pm But kovarex is thinking about open sourcing Factorio so that would solve also that problem.
source?
by Nidan
Mon Oct 07, 2024 1:18 am
Forum: Technical Help
Topic: Autosave not autosaving at correct intervals
Replies: 2
Views: 368

Re: Autosave not autosaving at correct intervals

As far as I know, factorio measures the autosave interval in in-game time. 76 minutes between two autosaves (= 10 in-game minutes) is about 7.9 UPS, which matches the number you gave.
by Nidan
Mon Sep 30, 2024 11:24 am
Forum: General discussion
Topic: Early game annoyances
Replies: 12
Views: 3404

Re: Early game annoyances



car and tank difficult to drive (forward is not forward, if not driving north)


Controls being relative to the vehicles orientation feels pretty natural to me, with two related reasons coming to mind: 2D top down racing games and playing with RC cars irl both use this control scheme.
What ...
by Nidan
Tue Sep 17, 2024 8:12 pm
Forum: General discussion
Topic: Factorio v1.1 Life after v2.0 Release
Replies: 12
Views: 3747

Re: Factorio v1.1 Life after v2.0 Release

That's up to the mod authors. The portal tends to show only the newest version, but as long the old ones aren't deleted, they'll be available.
by Nidan
Sun Sep 15, 2024 3:16 pm
Forum: Modding interface requests
Topic: Across-save data transfer
Replies: 5
Views: 1016

Re: Across-save data transfer

Generally this is difficult due to factorios deterministic nature. In multiplayer game, map, mods and startup settings have to be identical for all players. As consequence, the easier methods of passing data around are simply not available. (While a mod can for example write files to the script ...
by Nidan
Wed Sep 04, 2024 11:52 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 57554

Re: Friday Facts #409 - Diminishing beacons


*pout* But I want my beacon with 1000000 speed modules. That table will be huge and the noise function just a sqrt(). :lol:


What counts is the number of beacons, not the number of modules inside these beacons.

----------

Which value gets used if you manage to put more beacons around an ...
by Nidan
Tue Sep 03, 2024 9:52 pm
Forum: Gameplay Help
Topic: Lots of bots just sitting idly.
Replies: 6
Views: 1354

Re: Lots of bots just sitting idly.

_galen_ wrote: Tue Sep 03, 2024 4:09 pm and the absolute absence of any notice otherwise
Except that the tooltip says "Robot recharge rate: 4×1.0 MW"
mmmPI wrote: Tue Sep 03, 2024 8:25 pm
They're probably referring their other thread
by Nidan
Mon Aug 19, 2024 12:37 pm
Forum: Combinator Creations
Topic: Checking multiple conditions
Replies: 4
Views: 2175

Re: Checking multiple conditions

If you set the output of the deciders to the same signal you can omit the arithmetic combinator, the circuit network will add the outputs for free.

With 2.0, which is just two month away, a single decider will be able to test multiple conditions at once, similar to what wait conditions in a train's ...
by Nidan
Fri Jul 26, 2024 5:21 pm
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 33182

Re: Friday Facts #421 - Optimizations 2.0


I hope that the Energy Net Code at least handles quantity of individual Networks a bit less laggy.

I once had a few hundred networks going on when removing Solar Fields from my Base, and it somehow lagged a LOT more than when those power poles were connected. They did not even have any Batteries ...
by Nidan
Thu Jul 25, 2024 12:42 am
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 69671

Re: Friday Facts #418 - Space Age release date


The 'DLC' isn't a stand alone game at $35 though right? Anyone who becomes interested based on these features would have to buy both titles together for $70?

Such a person should, in my opinion, first try the demo, then the base game and only then consider the expansion.


would they than need ...
by Nidan
Tue Jul 09, 2024 10:56 am
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 26
Views: 4182

Re: Limit the number of a direct dependencies per mod


If you read about https://mods.factorio.com/mod/sparkletrons-terraformers-final you see why these other mods are needed. Apparently they can be used to improve performance of other mods! :) :idea:

Do we prefer a handful of these mods and people depending on the ones already existing, or do we ...
by Nidan
Tue Jul 02, 2024 12:54 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 229
Views: 97037

Re: Friday Facts #377 - New new rails


The track seemed to be offset by half it's width without a way to make them line up. I had to stare at it a while before I realized I was just looking at overlapping parallel tracks at 30 degrees. The same thing exists at 60 degrees, and at 45 degrees they're right up against each other, not quite ...

Go to advanced search