Search found 63 matches

by Ext3h
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...
by Ext3h
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...
by Ext3h
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...
by Ext3h
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...
by Ext3h
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.
by Ext3h
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...
by Ext3h
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...
by Ext3h
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.
by Ext3h
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...
by Ext3h
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...
by Ext3h
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...
by Ext3h
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...
by Ext3h
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 ...
by Ext3h
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)

Yttrium wrote:But if you can change this behaviour without breaking splitter filtering then I'm fine with changing it.
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.
by Ext3h
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...
by Ext3h
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 ...
by Ext3h
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...
by Ext3h
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...
by Ext3h
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...
by Ext3h
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...

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