Search found 227 matches

by Nidan
Fri Dec 23, 2022 1:37 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 2456

Re: "Perfect" solution for circuit network system

⚙︎ Combinators shouldn't require current and circuit_wire_max_distance should be 28 for all wireable entities. It's annoying to build extra poles just to connect rather close standing entities and it might cause failures because you don't see always very good if an wired entity is connected with a ...
by Nidan
Fri Dec 23, 2022 8:07 am
Forum: Not a bug
Topic: Picking from underground belt input screws up the belt
Replies: 9
Views: 1224

Re: Picking from underground belt input screws up the belt

I do believe this must be a race between threads, once again, assuming belts and inserters run on separate threads! Factorio is fully deterministic. Any given situation will always result in the same outcome, regardless of how fast or slow the users computer is. If there were any races or unchecked...
by Nidan
Sun Dec 11, 2022 5:16 am
Forum: General discussion
Topic: Accurate belt segment measurements
Replies: 9
Views: 6278

Re: Accurate belt segment measurements

Inserters to belts behavior depends on belt orientation and it being fixed in 1.1.73 prompted me to do some extensive inserter to belt testing. While I can confirm there are no longer orientation based inconsistencies, some results still strike me as odd. Inserter drop positions (slots until the be...
by Nidan
Fri Dec 09, 2022 6:10 am
Forum: Not a bug
Topic: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, cannon)
Replies: 3
Views: 912

Re: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, can

Out of curiosity, how do robots take fire damage? At first glance, I'd sort fire into the non-targeted group, but bots certainly burn when flying over fire.
by Nidan
Mon Dec 05, 2022 11:18 am
Forum: Gameplay Help
Topic: Train loaders that shouldn't work
Replies: 13
Views: 2150

Re: Train loaders that shouldn't work

In addition to what Tertius wrote: When putting items on a belt, the gap needed at the insertion point doesn't need to be large enough to fit a whole item. Items already on the belt will be pushed back or held in place until there's proper spacing again. Thus, as long as the outer inserters can remo...
by Nidan
Tue Nov 29, 2022 6:50 am
Forum: Gameplay Help
Topic: Occasionally not detecting full fluid wagon
Replies: 10
Views: 1614

Re: Occasionally not detecting full fluid wagon

Try changing the condition to "> 24999". Remember the and circuit network round up. Missing a word there? Circuit network rounds down, unless it's a fluid in (0, 1], which is rounded up (to 1). Most, if not all, other displays round normally. So, even if the wagon is at 24999.999 and every...
by Nidan
Mon Nov 28, 2022 9:35 am
Forum: Gameplay Help
Topic: Coal liquefaction statistics
Replies: 8
Views: 1656

Re: Coal liquefaction statistics

JimBarracus wrote:
Mon Nov 28, 2022 9:01 am
Thats also the reason why production modules are disabled for Covarex.
Kovarex process can use productivity modules again since 0.17.0 (see https://wiki.factorio.com/Kovarex_enric ... ss#History) and is the reason the catalyst system was introduced.
by Nidan
Fri Nov 25, 2022 1:59 pm
Forum: Modding interface requests
Topic: Script create_entity with fast_replace should replace belts between undergrounds
Replies: 5
Views: 1383

Re: Script create_entity with fast_replace should replace belts between undergrounds

I’m not sure, if those belts can be removed in any case without breaking something. :) That doesn't matter. When manually placing the second underground belt, factorio will remove the belts in between, if they go in the same direction as the underground belt. OP is asking for the same action but tr...
by Nidan
Mon Nov 21, 2022 5:51 pm
Forum: Implemented mod requests
Topic: Ship machine readable API information
Replies: 15
Views: 3571

Re: Ship machine readable API information

Kuxynator wrote:
Mon Nov 21, 2022 5:38 pm
However, I still miss an official machine-readable version of the prototype definitions.
According to the last paragraph of FFF368 it's being worked on; no ETA however.
by Nidan
Sun Nov 20, 2022 3:53 pm
Forum: Ideas and Suggestions
Topic: Smoother vehicle control suggestions [0.15]
Replies: 10
Views: 2463

Re: Smoother vehicle control suggestions [0.15]

The culprit for me is that the controls work from the perspective of the vehicle, not from the perspective of the player in front of the computer screen. If the vehicle drives south, it turns left on the screen if I press the right cursor key [...]. This is how every top down driving game I can rec...
by Nidan
Sun Nov 20, 2022 2:35 pm
Forum: Implemented Suggestions
Topic: Factorio CPU Benchmark
Replies: 1
Views: 7722

Re: Factorio CPU Benchmark

Factorio has benchmarking options builtin, check the output of factorio's "--help" parameter.
Also, take a look at https://factoriobox.1au.us/, which has a large collection of maps and benchmarking results.
by Nidan
Fri Nov 04, 2022 6:39 pm
Forum: Releases
Topic: Version 1.1.71
Replies: 23
Views: 17665

Re: Version 1.1.71

Optimizations Added native support for M1 Macs. weird, almost like everyone in the thread asking for it and saying how easy it would be, was correct How do you know it was easy? If you take the switch support as a given, I'm inclined to agree with "easy". Without it however... FFF370 puts...
by Nidan
Wed Oct 12, 2022 9:18 pm
Forum: Gameplay Help
Topic: do resources in factorio go up or down. and at what productivity lvl they switch direction?
Replies: 19
Views: 3556

Re: do resources in factorio go up or down. and at what productivity lvl they switch direction?

oh, my bad. Apparently I was misremembering things. Looking up the actual formula from the wiki, it gives 10% * (level - 3) while costing 2500 * (level - 3). The ratio between them is (2500 * (level - 3) ) / (10% * (level - 3)) = 2500/10%, which is constant. Therefore, given everything else in the ...
by Nidan
Wed Oct 12, 2022 5:59 pm
Forum: Gameplay Help
Topic: do resources in factorio go up or down. and at what productivity lvl they switch direction?
Replies: 19
Views: 3556

Re: do resources in factorio go up or down. and at what productivity lvl they switch direction?

No, it'll always cost resources, but the amount of resources removed from the ground is always the same. If you need to mine x iron ore for level 10, then you'll also need to mine x iron ore for level 1000.
by Nidan
Wed Oct 12, 2022 5:20 pm
Forum: Gameplay Help
Topic: do resources in factorio go up or down. and at what productivity lvl they switch direction?
Replies: 19
Views: 3556

Re: do resources in factorio go up or down. and at what productivity lvl they switch direction?

I've not derived any formulas, however, it shouldn't be too hard to see that the resource increase provided by the upgrade cannot offset the cost required to research it. yea its rather obvius to me but for others like nilaus its the opposite i am just trying to prove it mathematically Isn't that r...
by Nidan
Wed Oct 12, 2022 4:47 pm
Forum: Gameplay Help
Topic: do resources in factorio go up or down. and at what productivity lvl they switch direction?
Replies: 19
Views: 3556

Re: do resources in factorio go up or down. and at what productivity lvl they switch direction?

I've not derived any formulas, however, it shouldn't be too hard to see that the resource increase provided by the upgrade cannot offset the cost required to research it. yea its rather obvius to me but for others like nilaus its the opposite i am just trying to prove it mathematically Isn't that r...
by Nidan
Thu Oct 06, 2022 8:33 am
Forum: Technical Help
Topic: Reading An External File/Sending External Command (Not Sure If Possible)
Replies: 6
Views: 1094

Re: Reading An External File/Sending External Command (Not Sure If Possible)

Instead of setting some random combinators it would be far simpler to just pause the game until you're connected. You can do that via factorio's RCON, search for rcon in https://wiki.factorio.com/Command_line_parameters to see how to configure it. There are multiple clients available, but factorio's...
by Nidan
Fri Sep 30, 2022 11:44 pm
Forum: Combinator Creations
Topic: Pairwise Arithmetic / each op each
Replies: 38
Views: 4997

Re: Pairwise Arithmetic / each op each

Expanded the OP a bit, mainly extracting stuff I already had built for the divider into individual blueprints. That's an unsigned multiplier producing the full result and the filters already mentioned in my last post. And with the unsigned long multiplier lying around, I might as well create the sig...
by Nidan
Fri Sep 30, 2022 7:20 pm
Forum: Combinator Creations
Topic: Pairwise Arithmetic / each op each
Replies: 38
Views: 4997

Re: Pairwise Arithmetic / each op each

OMG, you're right. You never believe what was the cause. It's a Chrome browser extension that was changing website text. It's supposed to change some specific annoying gender notation in German language webpages (extension called "No Gender"). It's supposed to work with the German languag...
by Nidan
Thu Sep 29, 2022 5:37 pm
Forum: Combinator Creations
Topic: Pairwise Arithmetic / each op each
Replies: 38
Views: 4997

Re: Pairwise Arithmetic / each op each

This hasn't anything to do with textplates - even with that mod, I'm unable to import the blueprint from the OP. The blueprint is just defective. Try it yourself, I bet it doesn't work for you as well. May be you edited the OP and broke the code, and mmmPI copied it before the edit. By the way, you...

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