Search found 324 matches

by Nidan
Tue Jul 09, 2024 10:56 am
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 26
Views: 4271

Re: Limit the number of a direct dependencies per mod


If you read about https://mods.factorio.com/mod/sparkletrons-terraformers-final you see why these other mods are needed. Apparently they can be used to improve performance of other mods! :) :idea:

Do we prefer a handful of these mods and people depending on the ones already existing, or do we ...
by Nidan
Tue Jul 02, 2024 12:54 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 229
Views: 97991

Re: Friday Facts #377 - New new rails


The track seemed to be offset by half it's width without a way to make them line up. I had to stare at it a while before I realized I was just looking at overlapping parallel tracks at 30 degrees. The same thing exists at 60 degrees, and at 45 degrees they're right up against each other, not quite ...
by Nidan
Fri Jun 28, 2024 11:02 am
Forum: Energy Production
Topic: Nuclear Power Plant from the future
Replies: 105
Views: 23965

Re: Nuclear Power Plant from the future


Now i'm not sure where i could use the tank=> pump to my advantage in the setup, I think you mean instead of the large array of water tank, then a tiny pipe, then a pump, to allow the water to go to heat exchangers, i could have not used a pump at all between offshores pumps and heat exchangers ...
by Nidan
Sat Jun 22, 2024 9:05 pm
Forum: Gameplay Help
Topic: Is this 8 belt balancer efficient?
Replies: 13
Views: 4363

Re: Is this 8 belt balancer efficient?

That's two 4 belt balancers side by side.
by Nidan
Thu Jun 13, 2024 9:00 pm
Forum: Implemented Suggestions
Topic: Quality of items in Factorio 2.0
Replies: 15
Views: 9775

Re: Quality of items in Factorio 2.0



In addition to what Koub said, Quality will be its own mod, so you won't even be able to have quality modules if you disable it.


I believe it's a required dependency of Space Age.


All three expansion mods can be toggled independent of each other, best source I can find is this, but I ...
by Nidan
Thu Jun 13, 2024 5:57 pm
Forum: Implemented Suggestions
Topic: Quality of items in Factorio 2.0
Replies: 15
Views: 9775

Re: Quality of items in Factorio 2.0

In addition to what Koub said, Quality will be its own mod, so you won't even be able to have quality modules if you disable it.
by Nidan
Wed May 15, 2024 7:40 pm
Forum: Modding interface requests
Topic: Remove all simple forms of properties that are defined in table and simple form
Replies: 11
Views: 2140

Re: Remove all simple forms of properties that are defined in table and simple form



The tracking of which mod changed which prototype seems to be very reliable, so that could be used to figure out what may need normalization. But instead of each data:extend I'd do it after each individual data/data-updates/data-final-fixes.lua is done.

The problem is not that the game has to ...
by Nidan
Wed May 15, 2024 12:58 pm
Forum: Modding interface requests
Topic: Remove all simple forms of properties that are defined in table and simple form
Replies: 11
Views: 2140

Re: Remove all simple forms of properties that are defined in table and simple form



A less breaking version of this would be to normalize in data:extend(), so you can initially set either version but when reading you always get the array version. That would probably be more implementation work though.

You could do that with a mod. But also dealing with direct assignment will ...
by Nidan
Mon May 13, 2024 7:11 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 58236

Re: Friday Facts #409 - Diminishing beacons

dominis wrote: Mon May 13, 2024 1:00 am Is a 1/sqrt(n) lookup table faster than doing the computation directly? Maybe if Lua I guess.
Yes. Only the most simple functions will break even or be faster than a predictable memory load. But more importantly, having it as a table makes it trivially modable.
by Nidan
Mon May 13, 2024 6:54 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Code-Convention for circuit networks
Replies: 13
Views: 4773

Re: Code-Convention for circuit networks

mmmPI wrote: Mon May 13, 2024 5:57 am I went throught my "pair wise operation" book, which is the one you published plus some of the wonky addition i made but i don't have something similar.
You're on the right track there. Is your copy older than the latest burst of conversation in that thread?
by Nidan
Sun May 12, 2024 8:15 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Code-Convention for circuit networks
Replies: 13
Views: 4773

Re: Code-Convention for circuit networks




if I read your post right, you forbid connecting inputs with only other inputs, same with outputs. However, you can see this being done in blueprints to correctly join the overall inputs and outputs; possibly even with both colors to designate that the input or output can take either wire ...
by Nidan
Sun May 12, 2024 6:28 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Code-Convention for circuit networks
Replies: 13
Views: 4773

Re: Code-Convention for circuit networks


I have reassembled this, it should have been obvious in retrospect that without any constant combinators or instruction for attaching the blueprint to something else, it can do a whole range of things, from nothing at all if you just look at it, to any of the individual operation if you attach ...
by Nidan
Sun May 12, 2024 4:13 pm
Forum: Modding interface requests
Topic: Collision masks for whole surfaces OR collision mask of hidden tiles
Replies: 3
Views: 943

Re: Collision masks for whole surfaces OR collision mask of hidden tiles

You can take a look at how Space Exploration solved this, which, I believe, is done via collisions on ground tiles. Space-only building collide with all natural ground tiles, land-only buildings collide with the space platform tile. Obviously, this wont help you in case some ground tiles are used on ...
by Nidan
Thu May 09, 2024 8:36 pm
Forum: General discussion
Topic: Railway stations – Hell for a perfectionist
Replies: 17
Views: 3489

Re: Railway stations – Hell for a perfectionist

Space the stations in such a way that an odd number of rolling stock fits in between. Then they'll line up in both directions.

Your pictured 1-4 is six rolling stock long after accounting for the locomotive going the opposite direction. Try e.g. a 1-3 or 1-5 setup instead.
by Nidan
Thu May 09, 2024 1:23 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Code-Convention for circuit networks
Replies: 13
Views: 4773

Re: Code-Convention for circuit networks

I agree with Tertius and mmmPI, this probably wont take off. For exact replication there's blueprints, for other conversations the syntax will be made up on the spot. Also, for larger contraptions this gets unwieldy very quickly.

But I'll attempt a bit of a review:

distinction between arithmetic ...
by Nidan
Wed May 01, 2024 1:04 am
Forum: Technical Help
Topic: Nintendo switch out of system ram
Replies: 16
Views: 2920

Re: Nintendo switch out of system ram



Will the current version of Factorio support the next Switches 12gb of system ram or will it need a patch to work on that system since I heard it will be backwards compatible with the current switch software.


It should be fine. Ram doesn't require anything special to support differing amounts ...
by Nidan
Sat Apr 27, 2024 6:47 pm
Forum: Combinator Creations
Topic: Euclidean Algorithm for Greatest Comon Divisor (GCD)
Replies: 6
Views: 2087

Re: Euclidean Algorithm for Greatest Comon Divisor (GCD)


Only if A = B it shows nothing. There could be a special derivation to show the number that's just 1 combinator connected to both constant and doing if A=B output A then a wire of the appropriate color to connect the ouput as both LCM and GDC.

The same seems to happen if A is an exact multiple ...
by Nidan
Fri Apr 05, 2024 4:56 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 43663

Re: Friday Facts #405 - Whole belt reader, New logistics GUI


As far as I understand, correct if it is not so, all logistics networks are polled in turn.
For example, there are now 25 networks on my map: 1 is large in the main production, several in small-scale industries, and the rest of the networks are on the perimeter of defense and on resource ...
by Nidan
Tue Apr 02, 2024 6:01 pm
Forum: Not a bug
Topic: [1.1.104] Decider combinator Output input count uses wrong value on Each
Replies: 7
Views: 2144

Re: [1.1.104] Decider combinator Output input count uses wrong value on Each


If I understand correctly you want to output signal-A with the input count of signal-A when any condition passes. This is what the Anything special signal does already.
The current behavior is more useful, especially for counting the number of signals that pass.

While inconsistent, not a bug, and ...
by Nidan
Mon Mar 25, 2024 12:47 am
Forum: Ideas and Suggestions
Topic: Blueprints should be available on game start.
Replies: 22
Views: 7839

Re: Blueprints should be available on game start.

Aren't the keybinds still available? In any case: /unlock-shortcut-bar

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