Search found 2848 matches
- Fri Aug 12, 2016 7:59 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 69275
Re: Circuit network features for 0.14
Well... one huge Option is missing: https://forums.factorio.com/viewtopic.php?f=6&t=27673 Being able to adjust/override the damn Inserter Stack Size bonus depending on Circuit Signal! The thread is already 8 pages long and no response. Completely forgot about that.... It's certainly something I...
- Fri Aug 12, 2016 4:59 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compact (?) 40/s Green Circuits with Prod. Modules
- Replies: 5
- Views: 5819
Re: Compact (?) 40/s Green Circuits with Prod. Modules
Your belts take up a lot of space making it less space efficient than it could be. I've been using this setup since 0.13 gave us stack inserter. A 48 assembler setup fills 4 compressed blue belts ~9.7k/m 2016-08-12-18-28-08-3143554.jpg H4sIAAAAAAAA/8Vb227jNhD9FcNPLWAVIinbWSz8VPSx37BQZDYlVjdIcpHA8L9X...
- Fri Aug 12, 2016 4:09 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 69275
Re: Circuit network features for 0.14
The combinators really need operations like >=, =<, !=, % and bit operations. I also want to see a combinators being able to handle wire signals separately e.g. each green wire / each red wire outputting each or each green wire >= each red wire output each 1 each should only compare the same signal ...
- Thu Aug 11, 2016 6:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 51074
Re: [MOD 0.12.x] Equalizer chests v1.1.4
As far as I've seen it has no influence on performance since it does the loop regardless every 60 ticks.
All I noticed was an Error if you use a Diff of 0 or 1. It has to be at least 2 for your current logic, making the minimal achievable difference between first and last chest in a row (#chests * 2)
All I noticed was an Error if you use a Diff of 0 or 1. It has to be at least 2 for your current logic, making the minimal achievable difference between first and last chest in a row (#chests * 2)
- Thu Aug 11, 2016 3:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 51074
Re: [MOD 0.12.x] Equalizer chests v1.1.4
Here's a version I made for myself. Since those features where asked for on the mod portal.
- added circuit network
- reduced difference threshold for balancing, long rows at train stations balance a bit better
- added circuit network
- reduced difference threshold for balancing, long rows at train stations balance a bit better
- Sat Aug 06, 2016 6:59 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 206155
Re: [MOD 0.13.14] Robot Army. 0.2.1
The squad sizes are arbitrary and can now be set in the new settings module by the way.. no need to change config.lua for the most common settings. The activity module should also show constants like squad size. Why did you need 3 assemblers? For spawning more droids faster? My map got so big, than...
- Sat Aug 06, 2016 6:35 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 206155
Re: [MOD 0.13.14] Robot Army. 0.2.1
I was asking for a link since i needed 3 assembler to even get the hunting quads to start cleaning.
Currently there is no feasible way to make sure each of those locations spawns/maintains exactly one hunting squad.
Currently there is no feasible way to make sure each of those locations spawns/maintains exactly one hunting squad.
- Sat Aug 06, 2016 6:24 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 206155
Re: [MOD 0.13.14] Robot Army. 0.2.1
After watching Hunting Squads for a few hours i noticed some odd behavior. Sometimes squads run way outside the designated hunting radius and never retreat even with only 5 bots remaining. I set them to retreat with 10/20. Do you have a droid assembler they can retreat to? If you've only ever place...
- Sat Aug 06, 2016 6:16 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 206155
Re: [MOD 0.13.14] Robot Army. 0.2.1
After watching Hunting Squads for a few hours i noticed some odd behavior. Sometimes squads run way outside the designated hunting radius and never retreat even with only 5 bots remaining. I set them to retreat with 10/20. Controlling them with Satellite Uplink station would be amazing. I think it'd...
- Sat Aug 06, 2016 1:52 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 206155
Re: [MOD 0.13.14] Robot Army. 0.2.1
This is great, hop in a Satellite Uplink station and just watch them work, almost feels like CnC.
It would be nice if DroidActivityModules where to also return the constants.

It would be nice if DroidActivityModules where to also return the constants.
- Sat Aug 06, 2016 6:08 am
- Forum: Releases
- Topic: Version 0.13.14
- Replies: 33
- Views: 19235
Re: Version 0.13.14
Thanks for this update.
All broken networks are now cleared of ghost signals and entity update went from 24 to 14.
All broken networks are now cleared of ghost signals and entity update went from 24 to 14.
- Fri Aug 05, 2016 6:39 am
- Forum: Modding help
- Topic: How to track down desyncs?
- Replies: 4
- Views: 693
Re: How to track down desyncs?
Now that I think about it from that perspective it makes sense putting not only data that needs to be saved but also variables like timers that need to be synced in global. I am too used avoiding global variables from c# development. Perhaps a note in Lua/Data_Lifecycle Global about local not being ...
- Fri Aug 05, 2016 6:14 am
- Forum: Modding help
- Topic: How to track down desyncs?
- Replies: 4
- Views: 693
Re: How to track down desyncs?
Thanks a lot, changing ticks to global fixed it.
Is there some entry about local vs global variables I missed on the modding tutorial?
Is there some entry about local vs global variables I missed on the modding tutorial?
- Fri Aug 05, 2016 5:41 am
- Forum: Modding help
- Topic: How to track down desyncs?
- Replies: 4
- Views: 693
How to track down desyncs?
My mod, Inventory Sensor, keeps desyncing almost instantly. How do I find out what's causing these desyncs?
- Thu Aug 04, 2016 11:29 am
- Forum: Duplicates
- Topic: [13.13] Circuit networks store values
- Replies: 1
- Views: 469
[13.13] Circuit networks store values
Circuit networks keep their values after being disconnected from all entities and continue to feed that value when being reconnected.
- Thu Aug 04, 2016 9:10 am
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 175
- Views: 46510
[MOD 1.1] Inventory Sensor
Type: Mod Name: Inventory Sensor Description: Adds a combinator that reads inventories, fuel and equipment grid of locomotives, wagons, cars, furnaces, assemblers, roboports, rocket silos and reactors. License: private use, no modification, no redistibution, no commercial use Source: GitHub Download...
- Sat Jul 30, 2016 12:32 pm
- Forum: Combinator Creations
- Topic: Combinator mesuring belt throughput
- Replies: 28
- Views: 43067
Re: Combinator mesuring belt throughput
Odd...when i connect it to only one belt it seems ok, when connecting it to all 8 output belts the result goes wild.
- Sat Jul 30, 2016 5:35 am
- Forum: Combinator Creations
- Topic: Combinator mesuring belt throughput
- Replies: 28
- Views: 43067
Re: Combinator mesuring belt throughput
For me this design is showing random numbers.
Top counter is my version showing throughput/5s
Bottom one is your version with input set to 300. Should be for 5s too according to your description.
Top counter is my version showing throughput/5s
Bottom one is your version with input set to 300. Should be for 5s too according to your description.
- Thu Jul 28, 2016 9:08 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 257913
Re: [MOD 0.13] Orbital Ion Cannon 1.3.1
You probably have too many auto-targeting stations at once, try reducing your overall number of them and/or reducing their range in the config file. No, the problem is using find_entities_filtered for targeting. It isn't meant to be used for such big areas so often. My version used another API call...
- Wed Jul 27, 2016 6:18 pm
- Forum: Show your Creations
- Topic: Mass production 3? How are you getting along?
- Replies: 4
- Views: 9174
Re: Mass production 3? How are you getting along?
I reworked my 1rocket/min base to become vanilla just for it. Even with that it's taking ages to complete, and fills up any buffer rapidly. By now I've expanded the Processing Unit module to swallow 16 compressed belts of EC, just so it fills less storage. http://images.akamai.steamusercontent.com/u...