Search found 549 matches
- Fri Mar 23, 2018 5:25 am
- Forum: Ideas and Suggestions
- Topic: Empty blueprints shouldn't exist as an item
- Replies: 16
- Views: 6317
Re: Empty blueprints shouldn't exist as an item
IMO: Undifferentiated vanilla blueprints should disappear instantly when placed in trash slots. A second undifferentiated vanilla blueprint should never be added to any inventory that aready contains a first undifferentiated vanilla blueprint. It should not be possible to rename an undifferentiated ...
- Sat Mar 17, 2018 5:31 pm
- Forum: Implemented mod requests
- Topic: Factorio userdata class name api
- Replies: 3
- Views: 1677
Re: Factorio userdata class name api
What's the utility of knowing the class type? You can already know what a specific class type is based off what event or method you got it from. Well, pretty printing is a good example isn' t it? Lua is dynamically typed so subproblems of this one come up all the time. Especially in debugging, any ...
- Wed Mar 14, 2018 11:46 am
- Forum: Releases
- Topic: Version 0.16.29
- Replies: 22
- Views: 16149
Re: Version 0.16.29
basically just /c rcon.print("my beautiful message") OK, yes, I see, but... to whom? I know: some sort of "rcon support" thing exists in the factorio headless server rcon is some kind of simple rpc-ish framework for pushing data back and forth between processes and maybe There u...
- Wed Mar 14, 2018 12:04 am
- Forum: Releases
- Topic: Version 0.16.29
- Replies: 22
- Views: 16149
Re: Version 0.16.29
that sounds pretty useful!posila-bot wrote: Added LuaRCON to allow printing text to a calling RCON instance.
Is the RCON surface documented somewhere? Like, for idiots?
When I've tried to look into it, I always find 100 ancient github repos, but nothing super definitive/clear.
- Wed Feb 28, 2018 8:26 pm
- Forum: Implemented mod requests
- Topic: Factorio userdata class name api
- Replies: 3
- Views: 1677
Factorio userdata class name api
Although the new is_player api is a nice start, it would be much appreciated if we could just ask an arbitrary userdata object what its factorio API "class" name is, i.e.,: function pretty(thing) if type(thing) == 'table' and thing.factorio_class then return '[Factorio: ' .. thing.factorio...
- Mon Feb 26, 2018 9:45 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.25] Splitter input priority not working with two outputs
- Replies: 17
- Views: 9200
Re: [16.25] Splitter input priority not working with two outputs
Assuming the diagnosis advanced above and elsewhere about lack of splitter-memory, unbalanced belt speeds, items slots, timings and so on is right (and some other things), the undesirable outcomes portrayed in this thread and some others could be made great again as follows (without reverting any of...
- Wed Feb 21, 2018 2:44 am
- Forum: Gameplay Help
- Topic: Densest lag-machine
- Replies: 17
- Views: 4687
Re: Densest lag-machine
ok, but i feel it would be something that would be too easily misused. seeing how far you can bend or break something can be fun. just not when it someone on your server doing it. Never thought of that but now that you mention it, that sounds quite plausible. So, sorry if we just unleashed an army ...
- Wed Feb 21, 2018 2:36 am
- Forum: Gameplay Help
- Topic: Densest lag-machine
- Replies: 17
- Views: 4687
Re: Densest lag-machine
what is its purpose? No purpose, really. Just horsing around. If the factorio UI/console had better isolation from the "entity-update" part of the game-engine it could actually be useful. But in real life, you're waay better off slowing down the game with console commands. The "visio...
- Wed Feb 21, 2018 2:01 am
- Forum: Gameplay Help
- Topic: Densest lag-machine
- Replies: 17
- Views: 4687
Re: Densest lag-machine
Here's a little (7,10) starter kit, as you add signals to the constant combinator it'll kick off the rng cascade for that one. 0eNrlmNuOmzAQht9lLltSxeawCRd9kWqFCEw2lsAgY6JGEe9eGzYJCyGx2VUrlZtIhPHP2N+MPeMz7LIaS8G4hPAMLCl4BeGvM1TsjceZ/k+eSoQQmMQcHOBxrp9iweQhR8mSVVLkO8ZjWQhoHGA8xd8QkubVAeSSSYadYPtwini...
- Wed Feb 21, 2018 12:53 am
- Forum: Gameplay Help
- Topic: Densest lag-machine
- Replies: 17
- Views: 4687
Re: Densest lag-machine
Don't know if this will work or not but it's a freaking hilarious idea!BlakeMW wrote:Hmmmm, I've never tried it, but you could try having batteries of power switches that get flipped on and off so as to continually create/merge and destroy thousands of electrical networks which ought to be somewhat expensive.
- Wed Feb 21, 2018 12:43 am
- Forum: Gameplay Help
- Topic: Densest lag-machine
- Replies: 17
- Views: 4687
Re: Densest lag-machine
head -c1; base64 -d | zpipe -d | jq Cool, thanks, been trying to figure that out... After scratching my head for a couple of minutes I always end up using some web-form. What's zpipe though? Maybe this thing ? edit: oh, you answered that, and yeah, it is :) edit: Also I assume you meant "head ...
- Tue Feb 20, 2018 9:05 pm
- Forum: Gameplay Help
- Topic: Densest lag-machine
- Replies: 17
- Views: 4687
Re: Densest lag-machine
Use the result to turn on a lamp to make sure everything is fully calculated. Even a combinator with nothing hooked up to the outputs at tick t, could always get hooked up to something at tick t+1, so I'd be shocked (but also impressed) if the engine is seeking "no-effect" combinators to ...
- Tue Feb 20, 2018 8:46 pm
- Forum: Gameplay Help
- Topic: Densest lag-machine
- Replies: 17
- Views: 4687
Re: Densest lag-machine
Arithmetic combinators performing Each * N on a large set of signals. Increase N each tick to prevent caching. Sounds like a start. I've been trying to think of slow-growing chaotic integer sequences that stay small starting from a wide array of different initial starting values so I could get comb...
- Tue Feb 20, 2018 7:25 pm
- Forum: Gameplay Help
- Topic: Densest lag-machine
- Replies: 17
- Views: 4687
Densest lag-machine
I want a machine that will give me the most lag in the least tiles. Something I can turn on and off. Any ideas? I tried building a pump that continuously pushes water through a closed loop of 21,000+ pipes but it was not nearly as computationally expensive as I expected. I am still running at 600UPS...
- Fri Feb 16, 2018 4:38 pm
- Forum: Implemented Suggestions
- Topic: Blueprint: temporary mode
- Replies: 3
- Views: 2268
Re: Blueprint: temporary mode
Adding one of my idea's to this topic: Shift right click empty blueprint to delete would make life so much easier :) I know it's older but I wanted to add my emphatic support to this suggestion. It's crazy to give us an unlimited supply of free blueprints and then treat them like steel plates with ...
- Thu Feb 15, 2018 9:33 pm
- Forum: Releases
- Topic: Version 0.16.24
- Replies: 106
- Views: 54451
Re: Version 0.16.24
Meh, whatevs.FactorioBot wrote:Minor Features
- When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.
Holy freaking crapballs! This changes everything....FactorioBot wrote: Scripting
- Added script.on_nth_tick(n, function).
- Thu Feb 15, 2018 11:10 am
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 46647
Re: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Squished that little fucker.
It was, to say the least, not a monster bug with tendrils deep in the bowels of stdlilb
https://github.com/Afforess/Factorio-Stdlib/pull/112
It was, to say the least, not a monster bug with tendrils deep in the bowels of stdlilb
https://github.com/Afforess/Factorio-Stdlib/pull/112
- Thu Feb 15, 2018 5:21 am
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 46647
Re: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Most data-library branch changes will be backwards compatible with master (except for today where I said screw it and local'ed all the things. So with the exception of Event/Gui local whatever = require("stdlib.modname") is pretty much mandatory). As for console stuff, that should be work...
- Wed Feb 14, 2018 5:10 am
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 46647
Re: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Data-library is the currently in development branch and is very much wip and data-library-wip is/was the OMG I am breaking things every time I type branch. (Actually I only did this branch because symlinks and I didn't want to update a bunch of mods until I was mostly done with it) ACK, comports wi...
- Wed Feb 14, 2018 2:10 am
- Forum: General discussion
- Topic: Just Too Easy...
- Replies: 12
- Views: 6226
Re: Just Too Easy...
Mhyea. Smelting is one of the few things which I would -not- bot-ify. Reason here should be fairly obvious - the bot stations charging the bots near the source of the ore cause a backlog, eventually grinding the thing to a halt. The bulk-in bulk-out nature of smelters just screams "Belt it&quo...