Search found 227 matches
- Fri May 26, 2023 11:08 am
- Forum: Modding interface requests
- Topic: entity_limitation and entity_limitation_blacklist for module prototypes
- Replies: 8
- Views: 1195
Re: entity_limitation and entity_limitation_blacklist for module prototypes
One issue with this is how to convey to the player what the limits are in a given module. The distinction of what recipes accept what module effects is already confusing. Hovering a machine's module slots gives a tooltip listing the accepted modules, including restrictions from the current recipe, ...
- Thu May 25, 2023 6:55 am
- Forum: Gameplay Help
- Topic: better management of a train with two locomotives (being able to go backwards or forwards)
- Replies: 4
- Views: 1002
Re: better management of a train with two locomotives (being able to go backwards or forwards)
Trains can do this probably since their introduction, at least for longer than I'm playing Factorio. Please post pictures of your setup or the save, there's probably an error in your signaling. But note that trains will only change the direction of travel when leaving a station (and when they're ini...
- Tue May 23, 2023 6:57 am
- Forum: Gameplay Help
- Topic: Train conditions doing the opposite of what their meant to
- Replies: 4
- Views: 946
Re: Train conditions doing the opposite of what their meant to
the train is meant to go to the "full" stop when the cargo is full, and is meant to go to the empty stop when the cargo is "empty". In the video, you'll see it's going to the "full" stop when the cargo is instead empty, and vice versa to the "empty" stop when...
- Mon May 15, 2023 8:40 am
- Forum: Assigned
- Topic: [Klonan] [1.1.57] Storage chest information pushed off screen by logistics storage
- Replies: 6
- Views: 2428
Re: [1.1.57] Storage chest information pushed off screen by logistics storage
To put it in simpler/other words: The request is to reorder the info pane so that "Logistic System Storage" (and other "show all items/signals"-like entries) is the final/bottommost entry.
- Wed Apr 26, 2023 4:03 pm
- Forum: Technical Help
- Topic: [1.1.80] 75Hz monitor not working correctly
- Replies: 2
- Views: 536
Re: [1.1.80] 75Hz monitor not working correctly
Framerate will never be higher than game update rate (UPS), which is 60Hz at normal speed.
- Sat Apr 15, 2023 3:17 pm
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork.signals_changed
- Replies: 7
- Views: 1631
Re: LuaCircuitNetwork.signals_changed
Judging from the final sentence, compared to the previous tick.
- Fri Mar 31, 2023 8:15 pm
- Forum: Ideas and Suggestions
- Topic: Entity deconstructor or disassembling machine
- Replies: 8
- Views: 1444
Re: Entity deconstructor or disassembling machine
You can call it recycling, by all means, but disassembling function I could imagine is for example: first you build a low density structure, requiring well copper plates, plastic, and iron, in a certain amount per item. Disassembling a low density structure could result in the raw materials, even w...
- Thu Mar 30, 2023 2:25 pm
- Forum: Combinator Creations
- Topic: Simple 3-combinator memory cell - handles bursts+negatives
- Replies: 5
- Views: 23097
Re: Simple 3-combinator memory cell - handles bursts+negatives
Providing a non-zero R resets the memory (combinator 3) to zero. But you're providing I and R at the same time. Since setting and resetting are obviously conflicting commands, you now have to figure out which one takes priority. From reading the description you can see that setting internally also g...
- Fri Mar 10, 2023 5:23 pm
- Forum: Balancing
- Topic: give longer range to remove objects when in the spider bot
- Replies: 7
- Views: 1763
Re: give longer range to remove objects when in the spider bot
deconstruction planner --> wait for robot --> put deconstruction planner away You don't have to wait for the deconstruction to be done. Once it's marked you can put blueprints on top of it. But, like atomizer said, shift clicking with the blueprint to automatically deconstruct all natural obstructi...
- Tue Feb 14, 2023 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Option to not spawn the shipwreck in Freeplay mode
- Replies: 3
- Views: 790
- Fri Feb 03, 2023 11:24 pm
- Forum: Development Proposals
- Topic: Nintendo Switch version feedback
- Replies: 72
- Views: 25597
Re: Nintendo Switch version feedback
You're running out of memory. Sounds like the map got larger than what the switch can handle.
- Tue Jan 24, 2023 7:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] failing to load player-data after save (infrequent)
- Replies: 20
- Views: 4883
Re: [1.1.74] failing to load player-data after save (infrequent)
I think I found one piece of the puzzle, at least for some linux users: When using a fresh install, the state of the non-blocking saving option toggles whether the save-name in player-data.json will be clean or garbage. I don't think this is the actual cause, since non-blocking saving can't explain ...
- Tue Jan 17, 2023 10:18 am
- Forum: Gameplay Help
- Topic: Train inventory logic
- Replies: 7
- Views: 1303
Re: [1.1.74 ]Train inventory logic
Inserters act as soon as the train in front of them arrives, but signals take one tick per combinator to propagate. You need to make sure the inserters are disabled while the station is empty. Train stops can read the id of the stopped train (default signal T). If T == 0, the station is empty.
- Tue Jan 17, 2023 1:09 am
- Forum: Technical Help
- Topic: Loading worlds from before 0.18?
- Replies: 10
- Views: 1322
Re: Loading worlds from before 0.18?
1.0 is essentially a continuation of the 0.18 branch, that's why there's no 0.18 version archived. During the beta, I recall factorio being able to load games up to two versions older that itself, but that being cut to one version for 1.0. My current 1.1.76 claims to be able to load games with versi...
- Wed Jan 04, 2023 10:10 pm
- Forum: Combinator Creations
- Topic: Find the intersection of two signals (or chests items)
- Replies: 4
- Views: 1305
Re: Find the intersection of two signals (or chests items)
Here are the blueprints I have for filtering. The first three I found in a blueprint book somewhere, the last two are my adaptions for the filtering signal being boolean (0/1). All use 5 to 7 combinators and 2 ticks. 0eNrtXF1vm0gU/SuIp7YLFTPAQKw00m5X+1R1pWq1u1ITWRhPklH5sGBI1qr833cAx2CHjxkbYxzz0hSDLz...
- Wed Jan 04, 2023 9:37 pm
- Forum: Combinator Creations
- Topic: Signal Sorter
- Replies: 6
- Views: 1940
Re: Signal Sorter
Power pole plus lamp screams output, but a description in plain English is always useful, so we can get a better idea what a circuit does from just reading the post and not having to try it out ingame. As examples: Adds signal I to the output indicating that this is the I th lowest number. Signals t...
- Mon Jan 02, 2023 8:52 pm
- Forum: Ideas and Suggestions
- Topic: Unification of prototype definition formats like ItemIngredientPrototype
- Replies: 11
- Views: 1498
Re: Unification of prototype definition formats like ItemIngredientPrototype
Would normalizing the short forms into the fully specified forms after the execution of each data*.lua be an option? What exactly do you mean by "after the execution of each data*.lua"? Even if all prototype attributes were normalized at the end of a data stage, you couldn't trust that th...
- Mon Jan 02, 2023 1:55 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] failing to load player-data after save (infrequent)
- Replies: 20
- Views: 4883
Re: [1.1.74] failing to load player-data after save (infrequent)
: $; cat save-names.log "save-name": "�lK\u0006\u0000\u0000\u0000\u0000a��/�H�`O-1c" "save-name": "�\u0003�\u0006\u0000\u0000\u0000\u0000�HR�\u001a��oO-1c" "save-name": "�\n�\u0005\u0000\u0000\u0000\u0000��]����FO-1c" "save-name"...
- Sun Jan 01, 2023 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Unification of prototype definition formats like ItemIngredientPrototype
- Replies: 11
- Views: 1498
Re: Unification of prototype definition formats like ItemIngredientPrototype
Would normalizing the short forms into the fully specified forms after the execution of each data*.lua be an option?
Or, as alternative, providing utility functions for these normalizations, so mods can rely on a single known-good implementation instead of having to reinvent the wheel?
Or, as alternative, providing utility functions for these normalizations, so mods can rely on a single known-good implementation instead of having to reinvent the wheel?
- Sun Dec 25, 2022 2:41 pm
- Forum: General discussion
- Topic: This Game is surprising awesome again and again
- Replies: 2
- Views: 1078
Re: This Game is surprising awesome again and again
Factoring in the productivity bonus, this ends up being 2.8 belts of wire.Edit: One thing I'll say is that 1 copper produces 2 wire, so if you fully utilize one belt of copper, you should be getting two belts of wire.