Search found 1028 matches
- Thu Oct 13, 2022 9:31 pm
- Forum: Gameplay Help
- Topic: do resources in factorio go up or down. and at what productivity lvl they switch direction?
- Replies: 19
- Views: 3554
Re: do resources in factorio go up or down. and at what productivity lvl they switch direction?
There's simply no way anyone will ever exploit the entire map. You'll run out of rig long, *long* before you run out of resources. I forget how far out you have to go to get 1G patches, but there's vastly more of those than there are 100M patches, vastly more of those than 10M patches, and that's no...
- Sat Aug 06, 2022 6:34 pm
- Forum: Combinator Creations
- Topic: UPS optimization - Windows Safe mode benefits? (spoiler: no)
- Replies: 4
- Views: 2215
Re: UPS optimization - Windows Safe mode benefits? (spoiler: no)
I think the best benchmark would be headless Factorio on Linux with no GUI and all unnecessary processes turned off. For example Arch linux or Ubuntu server is pretty close to that out of the box. Yah, this one. a linode running arch gets to just about the minimal set of overhead processes if anybo...
- Sat Aug 06, 2022 5:33 pm
- Forum: Ideas and Suggestions
- Topic: Research Prerequisites include Use Cases
- Replies: 12
- Views: 2520
Re: Research Prerequisites include Use Cases
I still have mental videoclips from my first game, figuring out belt-lane interactions and the eye-widening realization of how deep the automation rabbit hole might eventually go. That little 'hunh" moment when I noticed offshore pumps didn't need power. The little hand-mining-optimization mini...
- Sat Jul 16, 2022 7:14 pm
- Forum: Gameplay Help
- Topic: [1.1.61] Splitter (yellow) doesn't split as expected
- Replies: 3
- Views: 907
Re: [1.1.61] Splitter (yellow) doesn't split as expected
Yes. You might have seen video tutorials made before the 0.16.16? rework. Splitters originally alternated output belt by input item type, within some constraints, then in 0.16.something it was switched to alternating output belt by input item lane, within some much simpler constraints. The original ...
- Fri Jul 15, 2022 1:00 am
- Forum: General discussion
- Topic: We need to talk about this, this pricing is absolutely ridiculous
- Replies: 15
- Views: 9900
Re: We need to talk about this, this pricing is absolutely ridiculous
Please don't feed the trolls.
- Wed Jun 22, 2022 3:19 am
- Forum: Ideas and Suggestions
- Topic: Startup option to list save-game metadata
- Replies: 4
- Views: 1309
Command line option to list metadata of saved game
I'd really like it if Factorio had a command-line option to dump metadata about save files, like the mods & versions list, the current tick, the last non-autosave file the map was saved to, maybe list of known players, whatever. Mostly for me the mod list, because a modpack mismatch is always un...
- Wed Jun 22, 2022 12:27 am
- Forum: Ideas and Suggestions
- Topic: Allow headless to be downloaded through steamcmd
- Replies: 8
- Views: 2914
Re: Allow headless to be downloaded through steamcmd
But the "writing a solution yourself" option is
in the install dir after doing `git init; git add .; git commit -m asabove` once there.
Code: Select all
git --work-tree=path/to/unzipped/download add .
git commit-m $(git show :data/base/info.json | jq -r .version)
git reset --hard
- Thu Jun 16, 2022 6:15 am
- Forum: Won't implement
- Topic: Return nil if key does not exist in object
- Replies: 19
- Views: 3667
Re: Return nil if key does not exist in object
[snip]"you can do this yourself by just manually building a table blah blah blah" as if that's the solution (vs getting the request pushed through). That is the solution. It's like five lines of code you run in control.lua, once when the game starts up. Takes much less than 10ms (two, on ...
- Wed Jun 15, 2022 7:49 pm
- Forum: Won't implement
- Topic: Return nil if key does not exist in object
- Replies: 19
- Views: 3667
Re: Return nil if key does not exist in object
You can easily do this yourself, run the prototypes you care about and build a plain lua table keying off the name. `type` in the entity prototypes is an attribute value the created entity will have, it's not anything to do with the prototype itself. mystuff={} empty={} for k,v in pairs(game.get_fil...
- Fri Jun 10, 2022 11:19 pm
- Forum: Outdated/Not implemented
- Topic: Webp screenshots
- Replies: 2
- Views: 1320
Re: Webp screenshots
I take .bmp screenshots and convert them to whatever I want in a background process watching for new snaps. Works great, and the devs don't have to implement an api with every image-processing option and format everybody could ever want because that work's already been done.
- Mon Apr 25, 2022 5:08 pm
- Forum: Ideas and Suggestions
- Topic: Yellow train signal cannot be closed with circuits
- Replies: 17
- Views: 3419
Re: [1.1.57] Yellow train signal cannot be closed with circuits
that's a cool speedometer design too, mind if I use that? Please do. I always thought the idea of posting designs on forums was to share them, always happy to see others like the stuff I like too. The only ways I've found around this problem are either i) don't accelerate the train very fast, so it...
- Mon Apr 25, 2022 7:37 am
- Forum: Ideas and Suggestions
- Topic: Yellow train signal cannot be closed with circuits
- Replies: 17
- Views: 3419
Re: [1.1.57] Yellow train signal cannot be closed with circuits
Or train accelerators, where you loop a train around until it reaches full speed before sending it off into ... wherever. Biter territory, a high-speed "freeway" track, etc. Without the ability to reroute a train by closing a yellow signal, both of those are either outright impossible, or...
- Sat Apr 23, 2022 6:23 pm
- Forum: Combinator Creations
- Topic: Five-in-a-row game, with deep-learning AI
- Replies: 18
- Views: 7093
Re: Five-in-a-row game, with deep-learning AI
Programming the rules of Go with combinators looks like a very fun and difficult challenge. Heh. I'd guess you could keep the game as a memory buffer of zobrist hashes for ko detection, do superko and forbid repeats ever? One array for the move history, a second array carrying four liberty-for-grou...
- Wed Mar 30, 2022 6:47 pm
- Forum: Assigned
- Topic: [Klonan] Resource generation ignores frequence values less than 0.17 but works at higher values
- Replies: 6
- Views: 3340
Re: [Klonan] Resource generation ignores frequence values less than 0.17 but works at higher values
But map seeds are saved. Couldn't this have been (and couldn't it still be) fixed by marking map seeds and having the code use the old noise for the unmarked ones?
- Sun Mar 20, 2022 9:20 pm
- Forum: Gameplay Help
- Topic: Full tank gives 24000 as output signal
- Replies: 7
- Views: 2226
Re: Full tank gives 24000 as output signal
Constant boxes don't need power. I know, but having power doesn't make them dysfunctional either. Moreover, the pole isn't even connected to electricity (but the area actually is in range of a Creative Mod super substation). :-) I've just plopped down the combinator where it seemed convenient, not ...
- Sun Mar 20, 2022 8:05 pm
- Forum: Gameplay Help
- Topic: Full tank gives 24000 as output signal
- Replies: 7
- Views: 2226
Re: Full tank gives 24000 as output signal
Constant boxes don't need power.
- Wed Mar 09, 2022 4:12 pm
- Forum: Modding help
- Topic: Ask about the syntax of lua
- Replies: 6
- Views: 1561
Re: Ask about the syntax of lua
No, global variable names in your code are looked up in that table, and one of the global variable names is `_G`, whose value is self-referentially that table. So after `_G['howd'..'y']='hoo'..'hah!'` you can `print(howdy)`. By the way, this is your opportunity to produce really horrible code. Do it...
- Wed Mar 09, 2022 3:37 pm
- Forum: Modding help
- Topic: Ask about the syntax of lua
- Replies: 6
- Views: 1561
Re: Ask about the syntax of lua
If you *really* want the suffixes pasted on the end like that, global variables are in a table named `_G`.
Code: Select all
for x = 1,100 do _G['setting'..x]='setting'..x end
- Wed Feb 02, 2022 8:14 pm
- Forum: Energy Production
- Topic: Is nuclear power really bad for megabases?
- Replies: 38
- Views: 15221
Re: Is nuclear power really bad for megabases?
Try this one? 0eNq0ndGSJbeNbf+ln0s3EgABkPMrNxwTslS2O6LdrWm1FNfh8L/fc6qrq8pWMolFjeZhPGOldpIECWYdcmH/892fP/zy+NPn9x+/vPuvf757/8Onjz+/+6//+893P7//68fvP9z/uy//+Onx3X+9e//l8e/vHt59/P7v9//v4y8/fHj8/vN3nx+//+HLp8/v/vXw7v3HHx//37v/kn89LP/tD5/++v7nL+9/+O7zpz9/+vLmX9Z//enh3ePHL++/vH/82o6n/+cf//3xl7//+fHzTf1F4...
- Mon Jan 24, 2022 11:43 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: UPS-optimized green circuits benchmarking
- Replies: 10
- Views: 5793
Re: UPS-optimized green circuits benchmarking
i tried to have a closer look to understand what makes which build more UPS friendly. but i can't find an obvious reason. the second most ups friendly version (Nilaus - Megabase in a book) has more (or equal) of everything but is way more UPS friendly than my design. i don't get it. i'm actually cu...