Search found 350 matches
- Tue Nov 16, 2021 10:56 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 153
- Views: 265420
Re: [photos] Factorio in real life
A few comments: It's called "Bagger", not "Badger". It's pronounced in German exactly like the English "bugger". It's the German word for excavator, so in English it would be called "Excavator 293". The naming convention "Bagger 293" is probably an o...
- Sun Nov 14, 2021 2:40 pm
- Forum: Technical Help
- Topic: Disable always on top?
- Replies: 10
- Views: 1729
Re: Disable always on top?
Under Windows, if you sometimes need to interact with other apps on the desktop and sometimes not, you can switch Factorio with ALT-ENTER between fullscreen and windowed without needing to change the ingame settings. Windowed doesn't hide the Windows task bar, so it doesn't appear as "always on...
- Thu Nov 11, 2021 12:01 pm
- Forum: Gameplay Help
- Topic: First time using circuit network: making a "master" power switch
- Replies: 12
- Views: 2217
Re: First time using circuit network: making a "master" power switch
Since you can toggle a switch remotely and you are used to that, you could use (non constant) combinators that require power behind such a switch, to add a signal to the green wire. A regular combinator doesn't stop output signals if power is lost. It just stops operating and outputs the last set o...
- Wed Nov 10, 2021 9:20 pm
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 6223
Re: Belt saturation detector/counter
@disentius this is a nice balancer, also does lane in addition to belt balancing. I always overlooked this one and thought it was inferior because it seems bloated, but with this example I realized the lane exchange actually does something: mixed with the original lanes, it "computes" the ...
- Wed Nov 10, 2021 1:31 am
- Forum: Gameplay Help
- Topic: First time using circuit network: making a "master" power switch
- Replies: 12
- Views: 2217
Re: First time using circuit network: making a "master" power switch
I understand you need to toggle some circuit signal remotely and need to use a power switch for toggling, because a power switch can be toggled remotely, while a constant combinator cannot. You need to translate the "I have power" state into a circuit signal. This is a possible solution wi...
- Mon Nov 08, 2021 2:13 am
- Forum: Minor issues
- Topic: [1.1.42] Repaired wrong fluid system disconnect in wallpaper
- Replies: 4
- Views: 984
Re: [1.1.42] Repaired wrong fluid system disconnect in wallpaper
ps. It might have to do with the clone tool of the map editor. I can reproduce a situation where water doesn't flow through a visually intact pipe like this: - create such a setup: Screenshot 2021-11-08 025730.png - copy the items and place them elsewhere (force, so the offshore pump is left out): S...
- Sun Nov 07, 2021 7:49 pm
- Forum: Minor issues
- Topic: [1.1.42] Repaired wrong fluid system disconnect in wallpaper
- Replies: 4
- Views: 984
Re: [1.1.42] Repaired wrong fluid system disconnect in wallpaper
It does happen with vanilla, and is not connected with a mod. I don't have a mod installed, and it happens for me. However, it's not really an issue if this is only connected with one of the wallpapers. But what makes me wonder is that the message is shown after I loaded my savegame. Not while I was...
- Sun Nov 07, 2021 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Caching for multiplayer map download
- Replies: 41
- Views: 5181
Re: Caching for multiplayer map download
How about incremental saves? If it's possible for the engine to mark a chunk as "modified" if there is a change in it, and the game saves the state of chunks independently, it might be possible to collect only changed chunks into a save. The first save contains contains everything. Subsequ...
- Fri Nov 05, 2021 5:07 pm
- Forum: Wiki Talk
- Topic: Created a new article on my sandbox
- Replies: 5
- Views: 28731
Re: Created a new article on my sandbox
As far as I see it, don't ask but just go ahead and add it as article with a name you find appropriate. Make sure you also create links to the new article where they belong to, so people will find your information. Since you describe a general aspect of the game, I suggest you add the link as additi...
- Sun Oct 31, 2021 7:37 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 2576
Re: Maximum multiple calculation
... Replace that division by a loop that does subtraktion, and count the number of loop iterations. ... Would that mean, in the worst case of ingredient amount = 1 and 2.1 billion items in chest, that algo would loop 2.1 billion times? Yes. Hmm. A chest usually contains much less items, a few thous...
- Sun Oct 31, 2021 7:06 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 2576
Re: Least multiple calculation
Just to be 100% clear: I want the max amount of E, I can make, which is the minimum amongst the results of the divisions (quotients) for each ingredient item type. In other words ... the maximum is the minimum among the "maximums". (' updated the op.) To be honest, I don't really tried to...
- Sun Oct 31, 2021 3:35 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 2576
Re: Maximum multiple calculation
Your challenge is a division, then calculate the maximum of the signals from the result. You cannot do a division of n/m signals with one combinator, the same with calculating a maximum of n signals. It's extremely elaborate to build these operations. Replace that division by a loop that does subtra...
- Wed Oct 27, 2021 12:40 pm
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 6223
Re: Belt saturation detector/counter
The solution is simple: don't require fully compressed belts. I actually developed the above examples for train unloading. Not specific for furnaces, but for everything. However, my main issue with unloading stations are uneven unload between belt lanes, not saturation. One lanes stalls, the other ...
- Tue Oct 26, 2021 11:38 pm
- Forum: Wiki Talk
- Topic: Energy weapons damage (research)
- Replies: 5
- Views: 1470
Re: Energy weapons damage (research)
You found an error in the wiki. The wiki is not perfect. The reference is the game. If there is a mismatch between game data and wiki data, the game data is correct. The best thing would be to request an account for the wiki and correct such errors yourself. Fast and direct. That's the essence of a ...
- Mon Oct 25, 2021 12:45 am
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 6223
Re: Belt saturation detector/counter
--> I DON'T UNDERSTAND, why is there a pause in the second case (middle circuit)? just missing a belt of the same color? Logically, belt length should not affect it. What can't I see? This is an interesting thing. Perhaps a bug, but I didn't report it, because I'm quite certain such behavior was al...
- Sun Oct 24, 2021 4:15 pm
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 6223
Re: Belt saturation detector/counter
A "Saturation detector" would detect if a belt is not full (i.e. has gaps) which means that the source cannot fill a complete belt (assuming that the sink wants to consume a full belt). If you just want to see if a belt is saturated or not, you can use a simple line of lamps: out.gif 0eNr...
- Tue Oct 19, 2021 3:33 pm
- Forum: Ideas and Suggestions
- Topic: Add large arithmetic/decider combinator
- Replies: 6
- Views: 766
Re: Add large arithmetic/decider combinator
Thought about this, and it boils down to the ability to have an "Each" wildcard as right operand of the arithmetic combinator that uses a second input. Each as right operand: Behavior: Values for the right operand are taken from a second pair (red+green) of input (not currently present). R...
- Mon Oct 18, 2021 6:11 pm
- Forum: Gameplay Help
- Topic: How many ticks does it takes for an item to move through a belt ?
- Replies: 15
- Views: 3283
Re: How many ticks does it takes for an item to move through a belt ?
Interesting topic, I never thought about the (obvious) fact that the outer lane of a corner is really longer, so it holds more items, and that this has real impact: Usually you never see it, since you always have about the same amount of left and right turns. 3AuCXM[1].jpg 0eNqlne1uG0cSRd+Fv+Vgpr+q2...
- Mon Oct 11, 2021 9:36 pm
- Forum: Gameplay Help
- Topic: Automatic building and protecting from deconstruction
- Replies: 2
- Views: 959
Automatic building and protecting from deconstruction
I'm currently tinkering and creating blueprints for more automation of building and extending my base. If it comes to the railway, I want to create blueprints that include roboports along the track, so a swarm of construction robots is able to follow my blueprinting and build the track without me an...
- Sun Oct 10, 2021 7:04 pm
- Forum: Ideas and Suggestions
- Topic: Being able to move map tags once placed
- Replies: 17
- Views: 4194
Re: Being able to move map tags once placed
+1 I'd like to be able to interact with a tag like this: left-click: edit tag properties (already works like this) right-click: take a copy of the tag in hand and remove it from the map. Can be placed or discarded like a tag that was created with the "create tag" button. Apply the mining d...