Search found 160 matches
- Tue Apr 19, 2022 9:14 pm
- Forum: Ideas and Suggestions
- Topic: Ctrl+lmb imunity for player's filtered storage
- Replies: 7
- Views: 690
Re: Ctrl+lmb imunity for player's filtered storage
Why then don't make shift+ctr+lmb to move only filtered or unfilteret items ? How about adding an extra click rather than an extra modifier? Currently Ctrl-lmb moves the clicked stack or the whole inventory when clicking an empty slot. So double ctrl-lmb clears the whole inventory. This could be ch...
- Sun Apr 10, 2022 12:06 pm
- Forum: Releases
- Topic: Version 1.1.57
- Replies: 33
- Views: 28458
Re: Version 1.1.57
1) faster inserters 1a) new inserters 1b) more techs to research to increase their stats 1c) reintroduction of loaders as a late-game item? 1d) "double" inserters taking items from both sides of the belt w/o stupid dancing between the lanes 2) faster belts 2a) new belts 2b) introduction o...
- Fri Mar 18, 2022 3:25 pm
- Forum: Gameplay Help
- Topic: Train question
- Replies: 5
- Views: 1048
Re: Train question
... A schedule entry will be waited for if, and only if, ALL enabled stops with that name have hit or exceeded their limit or are unreachable. If the train is already moving and the limit if the targeted stop gets reduced, it will try to path to another stop with the same name, but continue moving ...
- Thu Mar 17, 2022 10:34 am
- Forum: Gameplay Help
- Topic: Train question
- Replies: 5
- Views: 1048
Re: Train question
Looks like your understanding is correct, except for the generalization to multiple destinations with the same name (or I simply misunderstood what you wrote). A schedule entry will be skipped if, and only if, ALL stops with that name are disabled. If the train is already moving, it will stop dead a...
- Sun Mar 13, 2022 4:00 pm
- Forum: Outdated/Not implemented
- Topic: Performance: Multicore pathfinding for "low" GHz servers
- Replies: 10
- Views: 1944
Re: Performance: Multicore pathfinding for "low" GHz servers
What everyone making those suggestions is seeing is only the cpu load value saying "it is single threaded" and then there is the "make it multithreaded" suggestion. It would be really great if such suggestions would also have some discussion about how to solve the technical chal...
- Tue Feb 22, 2022 6:29 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 219
- Views: 90651
Re: Friday Facts #367 - Expansion news
I think no one had mentioned this part of the blog yet: and we would also need to support the 1.1 map version loading indefinitely. This means that maps will somehow be different in a fundamental way, I’m thinking: 1. Height (z levels) 2. Underground 3. New types of tiles (snow, ice?) 4. New types ...
- Wed Feb 16, 2022 5:01 pm
- Forum: General discussion
- Topic: Seed maps from the Factorio 2020 trailer
- Replies: 2
- Views: 1021
Re: Seed maps from the Factorio 2020 trailer
No seed, but FFF-353 talks about the creation of the trailer.
- Mon Feb 14, 2022 4:14 am
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 1343
Re: Bug? - Deconstruction Flag Removed
The only blueprint related timer is for replacing destroyed entities (purple health bar). As for the trees unmarking themselves, a wild guess: Did you place the blueprint while the trees were still unburned? Maybe transitioning to the charred variant made them loose the decon marking and removed col...
- Sun Feb 13, 2022 5:07 pm
- Forum: Technical Help
- Topic: Headless Server - aarch64
- Replies: 5
- Views: 746
Re: Headless Server - aarch64
I have Ubuntu aarch64 (ARM) Then you will not be able to run factorio unless you emulate x86-64 which will likely result in unplayable performance. I guess I misunderstood a bit what you wrote. "will not be able to run factorio" but at the same time I will be able to play it but with &quo...
- Mon Feb 07, 2022 2:51 am
- Forum: Gameplay Help
- Topic: I need help with a train
- Replies: 3
- Views: 632
Re: I need help with a train
a simple one way train, it has 2 locomotives on each end and two cargo wagons If you can answer Loewchen's questions with "yes": Are all four(?) locomotives oriented the same way? If so, are there tracks allowing the train to turn around? (An automatic train will never drive backwards; if...
- Wed Feb 02, 2022 7:39 am
- Forum: Gameplay Help
- Topic: [Circuits] Integer storage for stations controller
- Replies: 8
- Views: 1080
Re: [Circuits] Integer storage for stations controller
The other 2) Why don't you use 1=1 instead of making all things starts with the first thing being called 0, then the 2nd thing is called 1 and the 3rd thing is called 2, and so on. This is confusing me a lot because it's so much easier in my opinion in factorio to use the other way around :D I gues...
- Wed Feb 02, 2022 12:45 am
- Forum: Gameplay Help
- Topic: [Circuits] Integer storage for stations controller
- Replies: 8
- Views: 1080
Re: [Circuits] Integer storage for stations controller
But since you wrote "as integer", it sounds like you need an additional conversion besides the demultiplexing in step 3; if so, we need more details on the signals you have after step 3. Also you're suddenly using singular, but step 3 should result in (up to) 4 values, is there some filte...
- Tue Feb 01, 2022 6:29 pm
- Forum: Gameplay Help
- Topic: don't get how it works
- Replies: 3
- Views: 612
Re: don't get how it works
got it after some experiment, another question: why trains ignore buffer path when it has a station? In your screenshot it'll go there after about 5 minutes. Stations have a much higher penalty to the train's pathfinder than waiting for another train to be able to continue it's own journey. Reason ...
- Mon Jan 31, 2022 5:36 pm
- Forum: Gameplay Help
- Topic: [Circuits] Integer storage for stations controller
- Replies: 8
- Views: 1080
Re: [Circuits] Integer storage for stations controller
Here is a "simple" process description I made: 1. Using a clock and a bit more: request data from 4 stations, rolling until max station > OK 2. Sending from station their content percentage on 8 bits (4 stations multiplexed) > OK 3. Demultiplex and have all stations percentage when they a...
- Tue Jan 25, 2022 8:10 pm
- Forum: Gameplay Help
- Topic: How to know combinator signal values?
- Replies: 4
- Views: 841
Re: How to know combinator signal values?
When hovering over a combinator, the information below the minimap displays these values, if there are any.
- Sat Jan 22, 2022 4:13 pm
- Forum: Gameplay Help
- Topic: Combinator Help - Even Distribution of Trains and Priority Levels on Stations
- Replies: 11
- Views: 1903
Re: Combinator Help - Even Distribution of Trains and Priority Levels on Stations
So part of my thought process was dividing by 10000 to get the P3 values. I tried that same logic for the P2 values by dividing by 100, but I had to ignore any digits on the left (if it was more than two digits) and I don't remember how I made that work, maybe I separately divided by 10000 to get t...
- Tue Jan 18, 2022 6:03 pm
- Forum: Ideas and Suggestions
- Topic: Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
- Replies: 41
- Views: 5610
Re: Suggestion to improve trains
Trains generally use the closet station first, I don't think that's going to change. But you can force the suggested routing by using the circuit network: Connect all 3 stations, read their incoming trains signal and set the limit to 1 + (incoming trains / stations). The same suggestion was also mad...
- Tue Nov 30, 2021 1:56 am
- Forum: Combinator Creations
- Topic: Minimalist signal filtering device
- Replies: 37
- Views: 7506
Re: Minimalist signal filtering device
If you want to design something that depends on the bit-representation of the values, you need to think in binary values. And you need to know the representation of negative numbers (two's-complement) and why this is used. And if you cannot think in binary (I cannot, too many digits), you need to w...
- Mon Nov 29, 2021 1:15 pm
- Forum: Combinator Creations
- Topic: Minimalist signal filtering device
- Replies: 37
- Views: 7506
Re: Minimalist signal filtering device
1) i understand this could be quite a limitation, or to restore the same functionnality as the one on the wiki some additionnal combinator would be required and then it means this version doesn't relly require less combinator. I'm not sure how it is supposed to be implemented in-game and if it woul...
- Mon Nov 15, 2021 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
- Replies: 41
- Views: 5610
Re: Round robin scheduling for trains
You can force round robin behavior using the circuit network. Implement a counter or pass around some token to control which station releases the next train.