Search found 1028 matches
- 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...
- 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?
- 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.
We don't talk about what happens to the belts.
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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'...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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
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".posila wrote:Thanks for the report.
It is fixed for next release.
- 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 ...
- 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.
- 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.
- 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...