Search found 227 matches

by Nidan
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, ...
by Nidan
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...
by Nidan
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...
by Nidan
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.
by Nidan
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.
by Nidan
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.
by Nidan
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...
by Nidan
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...
by Nidan
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...
by Nidan
Fri Feb 03, 2023 11:24 pm
Forum: Development Proposals
Topic: Nintendo Switch version feedback
Replies: 72
Views: 25597

Re: Nintendo Switch version feedback

Boomergloomer wrote:
Fri Feb 03, 2023 10:32 pm
std::bad_alloc
You're running out of memory. Sounds like the map got larger than what the switch can handle.
by Nidan
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 ...
by Nidan
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.
by Nidan
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...
by Nidan
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...
by Nidan
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...
by Nidan
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...
by Nidan
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"...
by Nidan
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?
by Nidan
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

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.
Factoring in the productivity bonus, this ends up being 2.8 belts of wire.

Go to advanced search