Search found 1028 matches

by quyxkh
Fri Sep 22, 2017 7:50 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 55918

Re: Friday Facts #209 - Optimisation is a way of life

Pretty please do for carriages in trains what you did for items on belts? Given the train's lead-carriage position all the rest of the positions can be derived from chord lengths pdq, everything shares a speed and known path, and the pos/fuel/acceleration-calc data could be collected for the train a...
by quyxkh
Thu Sep 21, 2017 2:45 pm
Forum: Ideas and Suggestions
Topic: [0.15.23] inserter waits too long
Replies: 94
Views: 48634

Re: [0.15.23] inserter waits too long

If pictures and a working blueprint aren't enough, what would it take?
by quyxkh
Thu Sep 21, 2017 2:13 am
Forum: Show your Creations
Topic: plate→15.6k/m yellobelts, 39×34, nomods, nocombi,nospacetech
Replies: 5
Views: 4065

Re: plate→15.6k/m yellobelts, 39×34, nomods, nocombi,nospacetech

I just liked building it, then I liked watching it run :-)

We don't talk about what happens to the belts.
by quyxkh
Tue Sep 19, 2017 1:57 pm
Forum: Balancing
Topic: Radar scanning (and re-scanning) speed
Replies: 35
Views: 26976

Re: Radar scanning (and re-scanning) speed

I agree the rescans aren't good as an active defense, they're too slow, but they make a great team with gun sentries. Many biter-expansion groups get distracted and killed by the ones I leave behind in wiped camps, enough that leakers don't get through fast enough to become any substantial threat be...
by quyxkh
Mon Sep 18, 2017 6:13 pm
Forum: Gameplay Help
Topic: How to filter train content based on train content
Replies: 9
Views: 6477

Re: How to filter train content based on train content

edit: hang on while I fix this, I apparently overwrote my blueprint, the one here doesn't handle emptying chests while unloading and I'm not sure yet how I broke that. edit 2: fixed. Here's a working proof-of-concept, it works well in all my easy tests. The main weakness I've found is, don't unload...
by quyxkh
Mon Sep 18, 2017 4:54 pm
Forum: Ideas and Suggestions
Topic: Bp-book bp sel: show wheel-sel title, add find,sort-by-icons
Replies: 0
Views: 524

Bp-book bp sel: show wheel-sel title, add find,sort-by-icons

As the title says: when a blueprint book's open, show the title of currently-selected blueprint's title, add "find" function, and add "sort-by-icons" and "sort-by-title" buttons. Multiple combinator setups are hard to distinguish by icon alone (impossible in many cases ...
by quyxkh
Sun Sep 17, 2017 10:31 pm
Forum: Show your Creations
Topic: plate→15.6k/m yellobelts, 39×34, nomods, nocombi,nospacetech
Replies: 5
Views: 4065

plate→15.6k/m yellobelts, 39×34, nomods, nocombi,nospacetech

This will run nonstop so long as you deliver plates within about 20 seconds of the station enabling. For more lead time increase the plate-requester buffers, the station-enable condition is there for unload distribution. Trains should depart on Cargo: Iron Plate = 0 and Circuit: Transport Belt < 300...
by quyxkh
Sun Sep 17, 2017 12:56 am
Forum: Modding help
Topic: [15.34] renamed entities don't have a position
Replies: 2
Views: 702

Re: [15.34] renamed entities don't have a position

The evils of single-character variable names, I use `e` for entity in other routines so often I just didn't notice the pun here. Sorry and thanks.
by quyxkh
Sat Sep 16, 2017 11:57 pm
Forum: Modding help
Topic: [15.34] renamed entities don't have a position
Replies: 2
Views: 702

[15.34] renamed entities don't have a position

Do /c script.on_event(defines.events.on_entity_renamed, function(e) game.print(e.position.x) end) and rename a train station. I don't see how to identify which train station was renamed if I don't have a position for it, there can be many with the old name, if I'm blindspotting on something there I'...
by quyxkh
Sat Sep 16, 2017 7:06 pm
Forum: Technical Help
Topic: Unable to start headless server; server-settings.json
Replies: 4
Views: 3569

Re: Unable to start headless server; server-settings.json

diffing what you pasted against my own server's settings I don't see anything invalid. Bring it up in vim and check the file encoding? Vim' will highlight json errors automatically and maybe it's in UTF-16 and the nulls didn't show up on your terminal or something. ... oh: wait. the server settings ...
by quyxkh
Sat Sep 16, 2017 1:12 pm
Forum: Ideas and Suggestions
Topic: Game specific autosaves
Replies: 5
Views: 1759

Re: Have autosaves remember name, stats of original

In other worlds, you want a "per game" system of autosave, instead of a global autosave for all games, right ? I think It has already been suggested somewhere, I'll try to find it. [Edit] Right, found it, topics merged. Simply relocating the autosaves won't cure the current symptom -- whi...
by quyxkh
Fri Sep 15, 2017 10:44 pm
Forum: Technical Help
Topic: Train movement taking a lot of UPS in my megabase
Replies: 4
Views: 3517

Re: Train movement taking a lot of UPS in my megabase

You have 366 trains totaling 1591 cargo wagons, 1463 locomotives and 49 fluid wagons and each tick they move (assuming they aren't stopped). That's simply what trains take to move. There's nothing you can do to reduce CPU usage of them except use less trains. Would you consider aggregating enroute ...
by quyxkh
Fri Sep 15, 2017 10:13 pm
Forum: Ideas and Suggestions
Topic: Game specific autosaves
Replies: 5
Views: 1759

Have autosaves remember name, stats of original

I'd like continuing after an autosave (by taking the startup/in-game "load game" default, or via command-line `--start-server-load-latest` or however it was found) to use the original save-game file as the default target when manually saving afterwards. After continuing an autosave, take t...
by quyxkh
Fri Sep 15, 2017 8:05 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network
Replies: 13
Views: 8284

Re: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network

As a workaround until this is fixed, can you whitelist inserters and belts and maybe power in a decon planner, then rip up and re-lay just those? Probably best to dump inventory to a temp chest first so you can hold the belts...
by quyxkh
Fri Sep 15, 2017 7:58 pm
Forum: Resolved Problems and Bugs
Topic: [15.34] Blueprints from save game copied to 'My Blueprints'
Replies: 2
Views: 1255

[15.34] Blueprints from save game copied to 'My Blueprints'

I'd expect saved-map blueprint library items to show up in "Shared Blueprints" under "Game Blueprints", or something, and to no longer appear when I load a different map. Load this map in a throwaway profile. Look in the blueprint library, apparently everything in that map's libr...
by quyxkh
Fri Sep 15, 2017 4:37 pm
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.15.34] Desync when changing the force of one side of an underground belt
Replies: 9
Views: 5073

Re: [Posila] [0.15.34] Desync when changing the force of one side of an underground belt

posila wrote:Thanks for the report.
It is fixed for next release.
I'm curious: did you fix this by having the server break the connection, or by having the client make it? I think there might be some value in allowing explicit gifts like this, to set up "trade routes".
by quyxkh
Fri Sep 15, 2017 4:26 pm
Forum: Ideas and Suggestions
Topic: Mod-Directory cli should be separate from mod settings
Replies: 5
Views: 2094

Re: Mod-Directory cli should be separate from mod settings

Having the game additionally look in 'mods.d' in the mods directory, where you could make mods.d a symlink, would seem to be enough here. It could even download mods to mods.d by default. I think Microsoft has finally stopped demanding $100 extra to be able to use symlinks, right? Right. You don't ...
by quyxkh
Thu Sep 14, 2017 10:53 pm
Forum: Implemented Suggestions
Topic: Personal solar panel research
Replies: 5
Views: 2393

Re: Personal solar panel research

Why? There's plenty of things we know how to make in the real world if we only knew how to make the parts -- space elevators need stronger cable than we know how to make yet, but we're getting there. Stuff like that.
by quyxkh
Thu Sep 14, 2017 8:07 pm
Forum: Not a bug
Topic: [15.34] The steam engine does not generate electricity..
Replies: 2
Views: 1078

Re: [15.34] The steam engine does not generate electricity..

Boilers have changed in 0.15, they now emit steam from the side and pass whatever water they couldn't boil along inline. Hit the alt key to light up item details, you'll see where to plug in the steam engine and where to plug the next boiler.
by quyxkh
Thu Sep 14, 2017 11:48 am
Forum: Ideas and Suggestions
Topic: Mod-Directory cli should be separate from mod settings
Replies: 5
Views: 2094

Re: Mod-Directory cli should be separate from mod settings

Having the game additionally look in 'mods.d' in the mods directory, where you could make mods.d a symlink, would seem to be enough here. It could even download mods to mods.d by default. I think Microsoft has finally stopped demanding $100 extra to be able to use symlinks, right? Right. You don't n...

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