Search found 227 matches
- 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 ...
- 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...
- 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...
- 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.
- 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...
- 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...
- Mon Nov 28, 2022 9:35 am
- Forum: Gameplay Help
- Topic: Coal liquefaction statistics
- Replies: 8
- Views: 1656
Re: Coal liquefaction statistics
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.JimBarracus wrote: ↑Mon Nov 28, 2022 9:01 amThats also the reason why production modules are disabled for Covarex.
- 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...
- Mon Nov 21, 2022 5:51 pm
- Forum: Implemented mod requests
- Topic: Ship machine readable API information
- Replies: 15
- Views: 3571
- 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...
- 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.
Also, take a look at https://factoriobox.1au.us/, which has a large collection of maps and benchmarking results.
- 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...
- 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 ...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...