Search found 322 matches
- 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 ...
- 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 ...
- 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 ...
Decider 1: Each red <= Each green, output Each red
Decider 2: Each red > Each green, output Each green
You can ...
- 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.
- 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 ...
- 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 ...
- 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.)
- 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 ...
- 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?
source?Panzerknacker wrote: Mon Oct 07, 2024 7:01 pm But kovarex is thinking about open sourcing Factorio so that would solve also that problem.
- 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.
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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.
Except that the tooltip says "Robot recharge rate: 4×1.0 MW"
They're probably referring their other thread
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...