Search found 63 matches
- Sun Mar 20, 2016 1:31 pm
- Forum: Ideas and Suggestions
- Topic: Modding - Transport belt building blocks
- Replies: 16
- Views: 6711
Re: Modding - Transport belt building blocks
Another output option: add to inventory (or just some slots) To allow for loader like mechanics and to allow the mod to just check whether there is enough stuff in there and then remove the items and do its thing. Similarly: auto feeding an lane output from an inventory. I like that, a lot. Questio...
- Thu Mar 17, 2016 7:50 am
- Forum: Ideas and Suggestions
- Topic: Modding - Transport belt building blocks
- Replies: 16
- Views: 6711
Re: Modding - Transport belt building blocks
1x1, constant polling of adjacent belt feeds to check for items. The issue is it takes from the belt the instant the item is on the belt, which looks odd. Can handle full blue belt throughput too. Ah OK, so you are treating the neighboring belts as if they were part of your entity, with all the pos...
- Wed Mar 16, 2016 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Modding - Transport belt building blocks
- Replies: 16
- Views: 6711
Re: Modding - Transport belt building blocks
The first proposed use of a belt splitter (NS to EW) is actually possible, and I've actually made one that functions. Size 1x1, or full 2x2/3x3 with entirely separate, full input and output belts? Yes, it's possible with the latter size, and massive polling. Actually, all of them are possible, if y...
- Wed Mar 16, 2016 12:53 pm
- Forum: Ideas and Suggestions
- Topic: Modding - Transport belt building blocks
- Replies: 16
- Views: 6711
Re: Modding - Transport belt building blocks
Ah, so you meant "The callback is only called once per item". And I assume you meant to say "Input", not "Output". Not the same as explicit removal though, an item being handled by lane-to-lane transfer later in the filter list would also be removed, just not explicitly...
- Wed Mar 16, 2016 12:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [FORUM] All deep links from Google are dead
- Replies: 5
- Views: 1373
Re: [FORUM] All deep links from Google are dead
Thanks, deep links are working again.
Now we've got to wait for Google to retry. Guess Google stopped crawling when it noticed a large number of 301s to the same location.
Now we've got to wait for Google to retry. Guess Google stopped crawling when it noticed a large number of 301s to the same location.
- Wed Mar 16, 2016 12:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [FORUM] All deep links from Google are dead
- Replies: 5
- Views: 1373
[FORUM] All deep links from Google are dead
Since https://forums.factorio.com/forum/[query] got moved/rewritten to https://forums.factorio.com/[query], essentially all links indexed by google are now pointing to https://forums.factorio.com/[query] instead, which only contains a static redirect to https://forums.factorio.com/, and the query is...
- Wed Mar 16, 2016 11:49 am
- Forum: Implemented Suggestions
- Topic: Allow mods to register "slash" commands or global functions
- Replies: 6
- Views: 3575
Re: Allow mods to register "slash" commands or global functions
Before taking a quick shot here on baking an API, there would be other questions to be answered first, partially related to multiplayer. Open points would then be: Permissions (since mods themselves are not MP-aware at all) Related to permissions, command visibility Name collisions (allowing mods to...
- Mon Mar 14, 2016 7:39 pm
- Forum: Outdated/Not implemented
- Topic: Laser turret front facing
- Replies: 3
- Views: 2697
Re: Laser turret front facing
After shooting, laser and gun turrets snap to the nearest 90Β° angle.
It doesn't even matter how you place them, they will always roughly point in the direction they last shot.
It doesn't even matter how you place them, they will always roughly point in the direction they last shot.
- Mon Mar 14, 2016 2:47 pm
- Forum: Ideas and Suggestions
- Topic: Modding - Transport belt building blocks
- Replies: 16
- Views: 6711
Re: Modding - Transport belt building blocks
What I'm quite sure about is, that this should not be opened to Lua Code. This is by far too slow. :) Not even remotely sure about that. What's the current performance level of the chosen LUA engine? Something around 2-5k LUA functions invoked from native code, per second, on a 2Ghz C2D? Proportion...
- Sun Mar 13, 2016 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Modding - Transport belt building blocks
- Replies: 16
- Views: 6711
Re: Modding - Transport belt building blocks
I'm not sure where you're going with "building blocks" but if you mean having a way of defining transport lane in/out connections, with some way of controlling which input lane each output draws from, then I'm on board. Presumably the prototype format would be similar to fluid box connect...
- Thu Mar 10, 2016 1:42 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 223957
Re: Friday Facts #128 - Back down to earth
Klonan... You are turning it into something entirely different. A chest with a filter was not the intended use case (as I see it). Adding filters to chest is a different issue altogether. Well its just ideas :P Still, filtering does sound reasonable. Even though I would rather prefer some "mag...
- Wed Mar 09, 2016 8:37 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 223957
Re: Friday Facts #128 - Back down to earth
That way it increases throughput but also increases the footprint of the buildings. So you can get more compact with inserters or take up more space but have more throughput with loaders/unloaders. Except that the footprint for a transport belt solution is already bad enough as it is, part of the r...
- Tue Mar 08, 2016 8:36 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 223957
Re: Friday Facts #128 - Back down to earth
Loaders including the chest itself feels like spot on. Question would then just be, how many stacks the internal buffer should have. Not too many, that's sure. 2 slots? So that, even if two item types are mixed, one can unroll to the belt while the other item type is getting refilled. This avoids a ...
- Tue Mar 08, 2016 5:16 pm
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 59146
Re: Friday Facts #122 - Better circuit network (Part 1)
It's going to break splitter filtering for sure. Even though that mechanic is rather volatile to begin with, as you need to rely on the splitter never forgetting its state.Yttrium wrote:But if you can change this behaviour without breaking splitter filtering then I'm fine with changing it.
- Tue Mar 08, 2016 4:39 pm
- Forum: Won't implement
- Topic: Better control of transport lines
- Replies: 11
- Views: 8436
Re: Better control of transport lines
See https://forums.factorio.com/viewtopic.php?f=6&t=21121 for a suggestion on a more generic solution which should allow to implement all of the requested cases. I'm not really fond of wanting to abuse stock splitters for such applications at all, what's really lacking is an interface to the bel...
- Tue Mar 08, 2016 3:22 pm
- Forum: Ideas and Suggestions
- Topic: Modding - Transport belt building blocks
- Replies: 16
- Views: 6711
Modding - Transport belt building blocks
I'm looking for a way to create custom belt types and belt fed entities, composited from single transport line fragments. However, the API does not provide such means yet. Provide belt building blocks. Single edge blocks which can only connect to neighboring belts, but not to other buildings blocks ...
- Sun Mar 06, 2016 12:53 pm
- Forum: Duplicates
- Topic: Crash when loading savegame
- Replies: 1
- Views: 1147
Crash when loading savegame
Bug type: Corrupted savegame. Version: 0.12.26, build 17762, win64, Steam, with Steam Overlay active. Mods: No mods except stock mods active. Map: New hope campaign, level 2 Attachments: Save game and the log file. Description: All 3 auto save games and manual save are corrupted. I could successfull...
- Sun Feb 28, 2016 5:14 am
- Forum: Mods
- Topic: [MOD 0.12.x] NESTT: Build your base inside a train
- Replies: 75
- Views: 103987
Re: [MOD 0.12.x] NESTT: Build your base inside a train
[*]Resource intake does not scale properly beyond blue chips - you are limited to at most the throughput of 3 fast inserters per ore type, not even enough for a single red belt The highest throughput you can achieve is much higher than what you are suggesting, with just vanilla tech, because spoile...
- Wed Feb 10, 2016 5:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] NESTT: Build your base inside a train
- Replies: 75
- Views: 103987
Re: [MOD 0.12.x] NESTT: Build your base inside a train
Bugs: Character enters void plane and dies upon entering a second NESTT locomotive Offshore pumps can pump from the void Underground belts and pipes can pass the void Only the sides of the locomotive count as intake, but not the front Logistic network chests can't be used as intake chests (e.g. Acti...
- Thu Aug 21, 2014 6:02 pm
- Forum: Balancing
- Topic: Locomotive fuel usage
- Replies: 14
- Views: 22503
Re: Locomotive fuel usage
Time for facts: http://www.inrets.fr/ur/lte/publi-autresactions/fichesresultats/ficheartemis/non_road4/Artemis_del7b_rail.pdf Air resistance actually DOES exceed mechanical resistance for real life trains, especially once speed passes 100km/h or more. Even with perfectly shielded trains like the Ger...