Search found 2150 matches
- Tue Jul 09, 2024 8:56 am
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 2025
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 really...
- Thu Jun 06, 2024 5:51 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 21953
Re: Friday Facts #410 - Rocket turret & Target priorities
I don't think target priorities is a good idea. This makes the game more unrealistic, like turrets have some kind of neural network with camera system built in to distinguish one biter from the other instead of a simple motion tracker. This is technology we have today, how is that unrealistic!?!? T...
- Thu Jun 06, 2024 10:32 am
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 21953
Re: Friday Facts #410 - Rocket turret & Target priorities
I don't think target priorities is a good idea. This makes the game more unrealistic, like turrets have some kind of neural network with camera system built in to distinguish one biter from the other instead of a simple motion tracker. This is technology we have today, how is that unrealistic!?!? T...
- Tue Jun 04, 2024 9:11 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 21953
Re: Friday Facts #410 - Rocket turret & Target priorities
Canon turret - 30 range, low accuracy I'm going to assume that you meant low precision but perfect accuracy. :ugeek: A low precision turret seems like a neat concept though, it will not suffer much at all versus groups of enemies, but it is unreliable (if it is alone) and inefficient against single...
- Sat May 18, 2024 5:37 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 21953
Re: Friday Facts #410 - Rocket turret & Target priorities
Also, my 0~drain laser turrets activated by a laser turret , ... means my solution might even have a much lower performance impact than the ability to shut off individual towers by signals. You advertice your old topic often, indeed. Because it is often needed. I come across the topic often, but it...
- Thu May 16, 2024 9:07 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 21953
Re: Friday Facts #410 - Rocket turret & Target priorities
I don't see how it could possibly be a UPS hitter, it's just a binary which the turret is necessarily always aware of. I mean, turrets already send an "is active" notification to your hud, so why not get that info where it can actually be useful? Well before 2.0 small individual networks ...
- Sun May 12, 2024 8:12 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Code-Convention for circuit networks
- Replies: 13
- Views: 2778
Re: Code-Convention for circuit networks
A central problem in talking about circuit networks is, that there is no compact way to show someone a complex network. You just can take pictures and explain combinator by combinator, what they are doing and why it is useful to do it this way. For smaller networks, it is no problem to handle this,...
- Sun May 12, 2024 7:34 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 21953
Re: Friday Facts #410 - Rocket turret & Target priorities
I feed ammo to a gun turret from a crate and I read crate contents. If crate is not full, a power switch will trigger and lasers will activate. Yes, but since we're getting circuit network connection for turrets anyway it would be nice to be able to get this information directly instead of having t...
- Sat May 11, 2024 6:21 pm
- Forum: Ideas and Suggestions
- Topic: Access installed mods without enabling them
- Replies: 2
- Views: 419
Re: Access installed mods without enabling them
That sounds very unlikely to happen. Why don't you ask for Space Age asset files to be a separate mod that Space Age depends on, like SE mod has the SE graphical asset mods? Then you could depend on that mod and not introduce a very confusing "disabled dependency". Or ask for Rocket Turret...
- Sat May 11, 2024 10:52 am
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 21953
Re: Friday Facts #410 - Rocket turret & Target priorities
Oh come ooooon! Give us a manual artillery control via circuit network! X, Y and FIRE! That is already possible with mods. It is just not possible to order a specfic turret to shoot a specific target, but getting the next best artillery to shoot at position X, Y via circuit signal is possible. Sadl...
- Thu May 02, 2024 3:28 pm
- Forum: Modding discussion
- Topic: How to store functions in "global" table?
- Replies: 6
- Views: 613
Re: How to store functions in "global" table?
This is really not a suggestion for the API. Rather I would like to know if someone has solved it or works around this peculiarity. The way people do it already works, and it is thus a solved "problem" already. There's not really any peculiarity, just your assumptions that were not on poi...
- Thu May 02, 2024 3:14 pm
- Forum: Modding discussion
- Topic: How to store functions in "global" table?
- Replies: 6
- Views: 613
Re: How to store functions in "global" table?
And because this table with functions cannot be stored once and for all inside "global", it must be created from code on every load, that in turn makes heavy use of upvalues, "Tokens" to generate consistent indexes on load. Sounds like you don't even have an issue, you just look...
- Sun Apr 14, 2024 6:28 pm
- Forum: Technical Help
- Topic: playing multiplayer on same account
- Replies: 8
- Views: 2754
Re: playing multiplayer on same account
... If OP wants to pirate the game that is up to him, no one really cares, neither me nor Wube I think. But it is against the terms so it's a bit weird to publically instruct on how to pirate the game on the official forums. The DRM-less game client and the extra keys (for the singular license) and...
- Sat Apr 13, 2024 6:56 am
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 6045
Re: make more entity prototypes support rotation
I'm just sometimes amazed at some of the problems when they are well known programming issues with established solutions. It triggers the "I've learned about how not do this and that sounds exactly how this was done" syndrom. Well, do you think Rseding91 doesn't know or considered and rej...
- Wed Apr 10, 2024 8:36 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 1679
Re: Let construction robots place items that were just deconstructed nearby
I was thinking something like "flag marked for deconstruction items as stored within the logistic network, as if they were in a virtual container with just the item". Like that, a bot assigned a construction job could be sent to that particular "marked for deconstruction" item i...
- Wed Apr 10, 2024 6:31 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 1679
Re: Let construction robots place items that were just deconstructed nearby
If when placing a blueprint, instead of just provider and buffer chests being queried for available items, bots in the air on their way to dump their inventory were also queried within a smaller distance than the found item. And with some max radius to speed up the bot search as well. And bots that ...
- Tue Apr 09, 2024 7:14 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 26957
Re: Friday Facts #403 - Train stops 2.0
sure - but its not always possible Doesn't matter, do it anyways. If it isn't possible, make it possible. Just manually turn off stops if you need to temporarily divert all your resources to some specific goal if you can't supply all at once and the wrong stop end up soaking up all the resources. W...
- Tue Apr 09, 2024 3:07 pm
- Forum: Railway Setups
- Topic: High-Throughput Exact-Items Train Loader (w/o Bots)
- Replies: 10
- Views: 1764
Re: High-Throughput Exact-Items Train Loader (w/o Bots)
I agree with Tertius, and would like to add some: Why? Is this supposed to be a solution to a problem? Because what kind of train has only a single wagon (and no room to expand solution) and high throughput requirements and also carries multiple items in arbitrary configurations? I can't find a use ...
- Sun Apr 07, 2024 8:33 pm
- Forum: Ideas and Suggestions
- Topic: Automate Biter clearing - Robot army
- Replies: 11
- Views: 1680
Re: Automate Biter clearing - Robot army
Artillery requires expanding your rail network It really doesn't. You can build static artillery and feed them by any logistic method. There's also mods that lets you put combat robots in your artillery shells. Combo that with an early artillery mod and an artillery reskin and you should have what ...
- Sun Apr 07, 2024 9:32 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 24977
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Do we have timers in the logic system? In case you need to dispense some material in portions. I also remember a long time ago I tried to implement a portioned release of energy from batteries via an on/off toggle switch. Without a timer it didn't work out that way. Just make one, wiki has tutorial...