Search found 2150 matches

by Qon
Wed Mar 27, 2024 4:04 pm
Forum: Ideas and Suggestions
Topic: Create new backup file instead of overwriting blueprint-storage-backup.dat
Replies: 2
Views: 453

Re: Create new backup file instead of overwriting blueprint-storage-backup.dat

What does "hop between versions" mean? Factorio doesn't support downgrading, if you hop down you are copying files around manually in a way that can't really be supported. If you have multiple install directories then just don't delete your blueprints when moving on to use another. If you ...
by Qon
Sun Mar 24, 2024 11:06 am
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 18
Views: 2103

Re: 64-bit integer limit

This is unlikely to happen unless we would update Lua to something newer than 5.2. If circuit network signals would have values based on 64 bit integers then scripts would have a hard time setting some values since all values in lua 5.2 are based on a `double` which cannot represent all 64 bit inte...
by Qon
Sun Mar 24, 2024 8:29 am
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 1624

Re: Friday Facts #402 - Lightspeed circuits

It's great to hear that you finally fixed the issue caused by multiple items being created per tick. Could we also get an alternative production-handling logic for fluids, that would process small amounts of fluids each tick, instead of handling them in (relatively huge) discrete batches every few ...
by Qon
Fri Mar 22, 2024 9:38 am
Forum: General discussion
Topic: Quality level run-off poll
Replies: 41
Views: 5287

Re: Quality level run-off poll

I'm going to assume that almost everyone that voted Q1-Q5 are actually fine with the "Legendary" names since Q1-Q5 will be used and understood universally in conversation regardless of what they are called in game. No one actually needs the devs to name the quality levels that to be able t...
by Qon
Mon Mar 18, 2024 11:19 pm
Forum: Combinator Creations
Topic: Average troughput for the last second using memory
Replies: 7
Views: 1024

Re: Average troughput for the last second using memory

Hello, first of all I want to thank @Qon and @mmmPi for the warm welcome. You really make me feel included. By the way, how can I type the BBcode for the collapsable panel with a Plus? I searched, but never found an option. Np, pleasure is mine :) Thanks for using [ bp] tags for blueprints now ;) Q...
by Qon
Mon Mar 18, 2024 10:35 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 33672

Re: Friday Facts #402 - Lightspeed circuits

I am still not convinced that adding ID to channel on radars would not cause a situation where players have a strong incentive to build arrays of radars. Which is worse in my eyes than both current situation with minimalist approach or antenna approach with dedicated entity for multi channel. I hav...
by Qon
Mon Mar 18, 2024 5:12 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 33672

Re: Friday Facts #402 - Lightspeed circuits

For me, having more channels means I can develop a protocol for global communication through channel 1, build it and then experiment with designs for v2 on channel 2 and then deploy that to new outposts without having to remove everything running on v1 channel 1 first. And I can have 2 or more proto...
by Qon
Mon Mar 18, 2024 2:02 pm
Forum: General discussion
Topic: I want to present Factorio to a friend
Replies: 7
Views: 980

Re: I want to present Factorio to a friend

Official trailer and gameplay trailers are amazing and short, start there.
by Qon
Mon Mar 18, 2024 6:55 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 33672

Re: Friday Facts #402 - Lightspeed circuits

And with channels in radars that whole big circuit contraption would look like this: radar.png Now wouldn't that be simpler? Wrong. Like I said in the post you quoted, my router is dynamic. For the particular use case it's designed to handle, more static channel connections don't really help that m...
by Qon
Sun Mar 17, 2024 10:36 pm
Forum: Technical Help
Topic: Little help
Replies: 8
Views: 882

Re: Little help

Well, that is your problem, not mine. Lua code can of course execute even if you don't do anything, so that isn't very relevant.

If you don't share any more information about the error message and mod code that you are running then you will have to solve it by yourself. Good luck!
by Qon
Sun Mar 17, 2024 10:32 pm
Forum: Ideas and Suggestions
Topic: Master Settings / Startup ressources slider / shuffle resources
Replies: 33
Views: 15281

Re: Master Settings / Startup ressources slider / shuffle resources

BlueTemplar wrote:
Sun Dec 04, 2022 2:52 am
Yes, please take pity on mod players !
https://clips.twitch.tv/DarkTalentedGoo ... v6HZ3meJI2
Seems like I would rather just learn the map string format and write code that decodes the string, then modify it and then re-encode it if there's that many sliders 8-) :lol:
by Qon
Sun Mar 17, 2024 10:27 pm
Forum: Technical Help
Topic: Little help
Replies: 8
Views: 882

Re: Little help

LuaEntity API call when LuaEntity was invalid. . Check if entity is valid before doing other things with it, every event. This error happens if you have a LuaEntity that has become invalid (like an entity deleted from the surface) while you keep hold a reference to it and try to do something with i...
by Qon
Sun Mar 17, 2024 10:21 pm
Forum: Combinator Creations
Topic: Find maximum value iterative
Replies: 4
Views: 782

Re: Find maximum value iterative

Awesome idea! I couldn't think of it, and you implemented it in such satisfactory way. I see concepts for the first time and I've been playing for years. That version also has a continuation for sorting all signals (giving each signal an index based on relative size), if that's interesting. Wow. Pl...
by Qon
Sun Mar 17, 2024 8:53 pm
Forum: Combinator Creations
Topic: Find maximum value iterative
Replies: 4
Views: 782

Re: Find maximum value iterative

Welcome to combinator programming and the forum! If you want to peek at my blueprint, here it is: 0eNrdWd1umzAUfhdfQ4cxEIK0i6rX06T1ZtIURfw4iTUwyJhuUcUD7C12sxfbk8xAF35CiE1p1e2mKvicj3PO5/Nj5xEEcYEzRigH3iMgYUpz4H15BDnZUz+u3vFjhoEHCMcJ0AD1k+opwiGJMNPDNAkI9XnKQKkBQiP8HXiw1EYAHgjjhXhzwmgk9A8dTVNJ87ajiZQ0P...
by Qon
Sun Mar 17, 2024 4:15 pm
Forum: Gameplay Help
Topic: How to pick a single signal from a wire and make it sticky?
Replies: 19
Views: 2015

Re: How to pick a single signal from a wire and make it sticky?

and then you go and safe 2 more combinators. :) Now I have to rearange everything vertical and make it 9x4. Or maybe I should combine the free space from 2 blocks and place a beacon there. Slight visual rewire (same connections so behaves exactly the same): 0eNrNWNuu4jYU/RXLT70kiIQAAU0fqj6N1IuqPlXt...
by Qon
Sun Mar 17, 2024 4:03 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 33672

Re: Friday Facts #402 - Lightspeed circuits

Giving time slots on a clock is just very inflexible. When having a varying amount of endpoints to mux and demux from and to and when trying to dedicate communication time to endpoints at a flexible as-needed schedule with flexible as-needed lengths of time and with endpoints signaling that they ar...
by Qon
Sun Mar 17, 2024 12:52 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 33672

Re: Friday Facts #402 - Lightspeed circuits

To multiplex channels onto the radar you need a clock. Wrong. And beware the fool that uses a local clock to demultiplex the data. One power outage and the clocks will get out of sync. In fact, you should avoid clocks if you know how because these are just some of the issues you might come across. ...
by Qon
Sun Mar 17, 2024 11:02 am
Forum: Gameplay Help
Topic: How to pick a single signal from a wire and make it sticky?
Replies: 19
Views: 2015

Re: How to pick a single signal from a wire and make it sticky?

The top right combinator can be removed and you can take output from the green wire from the bottom right combinator instead, if you don't mind -2.1G output temporarily. I haven't seen the -2.1G output thought, even temporarily, It's only if you remove the output combinator and use the green wire f...
by Qon
Sun Mar 17, 2024 10:52 am
Forum: Gameplay Help
Topic: How to pick a single signal from a wire and make it sticky?
Replies: 19
Views: 2015

Re: How to pick a single signal from a wire and make it sticky?

The previous one worked better, this one you need to disable the green signal after the initial pasting otherwise it initialize in a flickering state between green circuit and nothing. [...] I had no magic lamp. And made sure to paste the blueprint in editor all in a electricity coverage. It does w...
by Qon
Sun Mar 17, 2024 10:03 am
Forum: Gameplay Help
Topic: How to pick a single signal from a wire and make it sticky?
Replies: 19
Views: 2015

Re: How to pick a single signal from a wire and make it sticky?

Tried removing more combinators: 0eNrNmN2uozYQgF/F8lV/SBQI+VX3otqrlbatql5V7SpyYJJYCzayTU7TozxA32KfrU/SMc4PISEBes7R3qAEPOOZ+eYH/EyXSQ6Z4sLQ+TONQUeKZ4ZLQef0J7bmEfnI0kyTlZIpSWVMuIiSPIaYrKQiMSzz9ZqLtUeENERABFoztev/KT6ILDeafCOk6AlYM8O38C2RgqwVgCBPXAExkpgNkEgKbfCaLrlgBtXiKns/gZXBhWaDyokGY3Aj3SfvK8u1WxNxFe...

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