Search found 49 matches

by Lilly
Fri Jan 05, 2018 12:29 am
Forum: Energy Production
Topic: Building a 1TW nuclear reactor
Replies: 19
Views: 45600

Building a 1TW nuclear reactor

I was wondering if I could build a nuclear reactor that outputs over 1TW (=1000GW) worth of power. So I built one: 1TW.png What is needed? To produce 1TW worth of power, solar panels isn't going to work. It would require ~16.7 million solar cells, which would result in ~146.500 chunks paved with sol...
by Lilly
Mon Dec 25, 2017 9:59 am
Forum: Duplicates
Topic: [0.16.07] Belts not drawn in blueprint
Replies: 2
Views: 1240

[0.16.07] Belts not drawn in blueprint

When trying to place the blueprint below, the center two belt pieces are not drawn, see image. However, they are built when the blueprint is placed, and the belts on the site are curved, which shows that those pieces are there. belt-error.png 0eNqVktFugzAMRf/Fz2EiKXQlv1JVE7TWZAlMlLjVEMq/j8AeupVq9NGJ...
by Lilly
Tue Dec 19, 2017 1:13 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: I made a calculator for all you OCD planners out there
Replies: 53
Views: 68869

Re: I made a calculator for all you OCD planners out there

In addition, there appears to be slight discrepancies in the number due to rounding (the real number for one side of the belt is 400 items/min, not 399.60). This is due to us inputting the belt speed with just two decimals places of precision. We should fix that. I believe that this discrepancy is ...
by Lilly
Mon Jun 05, 2017 8:32 am
Forum: News
Topic: Friday Facts #193 - Party planning & plans
Replies: 32
Views: 19201

Re: Friday Facts #193 - Party planning & plans

If the terrain imagery is being updated, then it would be nice to have the water turn dark blue/black during the nights, as it is no longer reflecting sunlight. Now the water looks like blue irradiant goo at night.
by Lilly
Sun May 21, 2017 10:06 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 150352

Re: Friday Facts #191 - Gui improvements

EDIT: Perhaps this should be taken into account: https://forums.factorio.com/viewtopic.php?f=6&t=47645 cause it is "such a thing that cries for change". :) I've once tried to merge some of the logistics feature requests into a single proposal (https://forums.factorio.com/viewtopic.php...
by Lilly
Sun Apr 02, 2017 11:13 pm
Forum: Modding help
Topic: Is it possible to migrate fluids (json)?
Replies: 2
Views: 838

Re: Is it possible to migrate fluids (json)?

Ok, thanks!
by Lilly
Sun Apr 02, 2017 4:36 pm
Forum: Modding help
Topic: Is it possible to migrate fluids (json)?
Replies: 2
Views: 838

Is it possible to migrate fluids (json)?

I was creating a mod that replaces a few fluids with other fluids, so I created the following migration script and saved it as ' migrations/migrate.json '. When I loaded a game, all my raw wood was replaced by advanced circuits, as expected. However all pipes that contained water still contained wat...
by Lilly
Mon Feb 27, 2017 11:13 pm
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 107
Views: 52836

Re: Friday Facts #179 - New resource graphics & concrete

For selecting what concrete type the borders should be, I'd suggest always use non-hazard type. The difference is probably barely noticeable, but you will get consistent results, regardless of hazard concrete formation.
by Lilly
Fri Feb 10, 2017 5:20 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51977

Re: Friday Facts #177 - Difficulty settings

Considering the amount of settings that exist now, it might be useful to be able to have presets, so you can pick one that is close to what you want, and don;t have to change much. It is then also useful if you could save your settings as a new preset.
by Lilly
Sun Feb 05, 2017 12:36 pm
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 47173

Re: Friday Facts #176 - Belts optimization for 0.15

Instead of storing the distance between items, you can store for each item the time/tick when it will reach the end of the segment (if it won't block or be removed). That reminds me of what kovarex initially proposed and we had ton of arguments about it thereafter. The biggest problem - you also ha...
by Lilly
Fri Feb 03, 2017 11:14 pm
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 47173

Re: Friday Facts #176 - Belts optimization for 0.15

Instead of storing the distance between items, you can store for each item the time/tick when it will reach the end of the segment (if it won't block or be removed). Then segments only need to be updated when items are inserted/removed/side loaded. The distance to the end of the segment, also taking...
by Lilly
Sun Dec 11, 2016 4:08 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 74177

Re: Friday Facts #168 - Nightvision Nightmare

My preference goes to image 2. Though it looks wrong because the RGB channels are modified directly. Instead, the nightvision areas should be lighted based on their luminosity . This should then be blended into the unlighted areas. The luminosity can be multiplied by a nightvision_color, to add a gr...
by Lilly
Mon Sep 19, 2016 12:48 am
Forum: General discussion
Topic: [14.3] Unable to "Catch Up" with capable hardware
Replies: 49
Views: 27487

Re: [14.3] Unable to "Catch Up" with capable hardware

This stack overflow answer was a pretty massive eye opener to me, as far as how much effect the branch predictor can have. For me as well. Though, somehow I don't seem to encounter situations where improving branch prediction makes an important difference. However, dynamic function calls are also b...
by Lilly
Sun Sep 18, 2016 10:02 pm
Forum: Not a bug
Topic: [0.14.7] FPS/UPS decrease, jumps increasing and huge lag
Replies: 13
Views: 4827

Re: [0.14.7] FPS/UPS decrease, jumps increasing and huge lag

I've been having similar problems recently. At 86°C the CPU starts throttling to prevent it from heating up even more. At 103°C the laptop would shut down, keeping only the fans running at max speed, in which case the laptop won't start again until the power-cord and batteries have been removed for ...
by Lilly
Mon Sep 12, 2016 7:14 pm
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 5410

Re: drawing and writing

This is fantastic! You've just solved a roadblock I was having in one of my mods! Credit will be given! If you have other gems like this floating around, please share! :D What mod are you working on and what problem did you have? Not, per chance, figuring out how to draw the wires/cables for the Ro...
by Lilly
Mon Sep 12, 2016 2:11 pm
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 5410

Re: drawing and writing

The labels should be fairly easy to create using entities. The arrows can be created using beam entities. Though, unfortunately, there seems to be a bug in the rendering of beams. arrows1.png The mod I used to create this image: lines_0.0.1.zip data.lua: data:extend({ { type = "beam", name...
by Lilly
Mon Sep 12, 2016 11:01 am
Forum: Modding help
Topic: Adding wires and cables to a new entity
Replies: 7
Views: 2061

Re: Adding wires and cables to a new entity

You cannot mix two types of entities, but you can link them using events. Code would look something like this: script.on_event(defines.events.on_built_entity, function(event) if event.created_entity.name == "my-rail-type" then local entity = event.created_entity local control = entity.surf...
by Lilly
Mon Sep 12, 2016 2:20 am
Forum: Resolved Problems and Bugs
Topic: [0.14.5] Crash with damage_interval=0 on beam
Replies: 1
Views: 1765

[0.14.5] Crash with damage_interval=0 on beam

Creating a beam entity with damage_interval=0 causes factorio to crash with a SIGSEGV. Steps to reproduce: 1. Install the attached 'lines' mod. This mod creates a beam entity upon 'on_player_created'. The beam has damage_interval=0. 2. Start factorio. 3. Start a new game. 4. Factorio crashes with a ...
by Lilly
Sun Sep 11, 2016 7:25 pm
Forum: Modding help
Topic: Adding wires and cables to a new entity
Replies: 7
Views: 2061

Re: Adding wires and cables to a new entity

You can possibly use scripting to create an invisible entity that does accept wires (and has no collision) on top of the rails and attach the red/green wires to that entity.
by Lilly
Wed Sep 07, 2016 1:10 pm
Forum: Ideas and Suggestions
Topic: Toggle from crafting to one-time logistic requests
Replies: 18
Views: 9656

Re: Toggle from crafting to one-time logistic requests

My opinion is that you should be able to request more of an item than is currently available in the network. For example, if there are only 15 cargo wagons in your network, but you need 20, then you can request 20. The first 15 will be delivered as soon as possible, while the remaining 5 cargo wagon...

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