Search found 352 matches
- Wed Dec 11, 2024 12:25 am
- Forum: Gameplay Help
- Topic: Decider combinator weird "anything" output
- Replies: 9
- Views: 2907
Re: Decider combinator weird "anything" output
Here quoting the the full description of the Anything (Virtual Signal)
If any of the input signals meet the condition, it will pass. It is false when there are no inputs.
Outputs the first input signal, or the first signal that passed all conditions, respecting signal order in both cases ...
- Mon Dec 09, 2024 8:14 am
- Forum: Not a bug
- Topic: [2.0.23] rotating belt in between two splitters isnt doing what i want
- Replies: 2
- Views: 766
Re: [2.0.23] rotating belt in between two splitters isnt doing what i want
Rotating moves the output direction of a belt. From the situation in the screenshot, rotating twice in either direction should make the belt output to the right. It won't be a top to right curve however, belts prefer going straight and since there's a belt coming in from the left, that one will be ...
- Wed Nov 27, 2024 12:01 am
- Forum: Not a bug
- Topic: [2.0.21] Flat GUI is not flat for Space platform hub.
- Replies: 6
- Views: 1557
Re: [2.0.21] Flat GUI is not flat for Space platform hub.
For the landing pad in particular, how many logistics requests do you expect to be set by a typical player? Except for Nauvis I currently use at most one row, which would still nicely fit a a two pane layout; compare a rare buffer chest, its UI has the same space requirement. Once we get scrollbars ...
- Tue Nov 26, 2024 11:47 am
- Forum: Not a bug
- Topic: [2.0.21] Flat GUI is not flat for Space platform hub.
- Replies: 6
- Views: 1557
Re: [2.0.21] Flat GUI is not flat for Space platform hub.
Are there players who would prefer the compact layout even on a big screen?
Define "big". I'm on normal(?) 1920x1080 and immediately reverted to the tabbed version when the flat GUI was introduced. I only need to access the logistics requests infrequently; being able to see (and interact with ...
- Mon Nov 25, 2024 5:06 pm
- Forum: Not a bug
- Topic: [2.0.15] On Volcanus construction requests don't count as logistic network requests
- Replies: 7
- Views: 2081
Re: [2.0.15] On Volcanus construction requests don't count as logistic network requests
Why is it possible in two separate locations then? It works just fine on the alerts menu in the bottom, and on spaceships.
See FFF 415, section "Faster construction robot tasks". Tl;dr: Things were optimized for 2.0 and we're no longer limited to 600 construction alerts like in 1.1. But there's ...
- Wed Nov 20, 2024 8:21 am
- Forum: Balancing
- Topic: Went to Gleba first -- how to deal with stompers?
- Replies: 16
- Views: 15527
Re: Went to Gleba first -- how to deal with stompers?
For hunting them in the field, I found the flamethrower pretty nice. Hit them once, then kite them until they die. One shipment of ammo will last you quite a while . PLD takes care of the rest. (I did Gleba last, and didn't bring anything but my power armor mk 2. All Nauvis tech, expect for ...
- Tue Nov 19, 2024 10:43 pm
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 45
- Views: 27293
Re: Version 2.0.20
I'd say there are currently 2 "issues" with the wire icons. First is stylistic consistence; the dark border seems to be thicker than the lines in e.g. the paste and import blueprint icons, causing them to stand out. Second is the mismatch between the icon and the tool you get when selecting them ...
- Sun Nov 17, 2024 12:29 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 30
- Views: 13587
Re: No Deconstruction Timeout
I mark something for deconstruction, because I want it to be deconstructed. I think, it adds to confusion, if the game decides, that the order was not important after 2 hours and removes it (probably without notice). If you work on a big project like solar, 2 hours might be short. Importance ...
- Sat Nov 16, 2024 9:10 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 30
- Views: 13587
Re: No Deconstruction Timeout
I mark something for deconstruction, because I want it to be deconstructed. I think, it adds to confusion, if the game decides, that the order was not important after 2 hours and removes it (probably without notice). If you work on a big project like solar, 2 hours might be short. Importance is ...
- Fri Nov 15, 2024 8:51 am
- Forum: Not a bug
- Topic: [kovarex] [2.0.12] Rocket automatically launched when not expected
- Replies: 9
- Views: 3131
Re: [kovarex] [2.0.12] Rocket automatically launched when not expected
I see multiple ways:
As kovarex wrote at the end of his post, disable automatic requests on the other platforms while you need manual/targeted launches.
Do not fill up the rocket (e.g. send only 49 space platforms instead of 50)
Put in an item combination that's only requested by the target ...
As kovarex wrote at the end of his post, disable automatic requests on the other platforms while you need manual/targeted launches.
Do not fill up the rocket (e.g. send only 49 space platforms instead of 50)
Put in an item combination that's only requested by the target ...
- Wed Nov 13, 2024 7:45 am
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 34122
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: 2465
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: 4762
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: 549
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: 2465
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: 80
- Views: 34122
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: 1587
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: 16
- Views: 3770
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: 15716
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: 667
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.