Search found 2846 matches

by Optera
Fri Mar 26, 2021 7:10 pm
Forum: Logistic Train Network
Topic: How Does Depot Priority Work?
Replies: 7
Views: 1449

Re: How Does Depot Priority Work?

Fixed in 1.16.0

Switching train selector to use table sort was simpler than squeezing priority into the old structure.
by Optera
Thu Mar 25, 2021 4:01 pm
Forum: Logistic Train Network
Topic: How Does Depot Priority Work?
Replies: 7
Views: 1449

Re: How Does Depot Priority Work?

Seems like I messed up big when writing the depot priority code.
It never could have worked as intended and still yours is the first bug report after over a year since it was introduced.

It will take time to properly fix it.
by Optera
Wed Mar 24, 2021 3:58 pm
Forum: Logistic Train Network
Topic: How Does Depot Priority Work?
Replies: 7
Views: 1449

Re: How Does Depot Priority Work?

First check if the correct signals are sent to the stop.

Should the problem persist enable debug log, attach factorio-current.log and tell me which depot to look for.
by Optera
Sun Mar 21, 2021 5:17 pm
Forum: Ideas and Suggestions
Topic: Combinator which can read entity
Replies: 5
Views: 744

Re: Combinator which can read entity

ptx0 wrote:
Sun Mar 21, 2021 2:05 pm
doesn't it poll every n ticks even for automatic trains?
Technically yes, but it reads from a cached entity and doesn't have to run find_entities to see if the thing is still there.
by Optera
Sun Mar 21, 2021 7:45 am
Forum: Ideas and Suggestions
Topic: Combinator which can read entity
Replies: 5
Views: 744

Re: Combinator which can read entity

You're looking for https://mods.factorio.com/mods/Optera/Inventory%20Sensor mods have to implement this in a really performance intensive manner, but the base game could implement it as a part of the entity update. Yes, polling trains (in manual mode) and cars really hurt performance. That's why IS...
by Optera
Sun Mar 21, 2021 7:40 am
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 2526

Re: Extreme modded mining drills, still hurting UPS

According to the mod description "ore without an ore patch" I assume that some of the "Quarry $something" named mods work like that. https://mods.factorio.com/query/quarry?version=any If it's an actual engine limit it might be worth a shot to post a link to this thead on the per...
by Optera
Sat Mar 20, 2021 8:50 pm
Forum: Gameplay Help
Topic: Noob intro + baffled by Kovarex
Replies: 35
Views: 4718

Re: Noob intro + baffled by Kovarex

I didn't have issues with inserters miss crabbing the cycling u235 either, but it might be an issue especially in noob friendly builds.
Without circuit control there's no way to limit input inventory to just 40 or 80 u235, but I wouldn't call it noob friendly anymore.
by Optera
Sat Mar 20, 2021 1:10 pm
Forum: Gameplay Help
Topic: Noob intro + baffled by Kovarex
Replies: 35
Views: 4718

Re: Noob intro + baffled by Kovarex

Read through the posts between disentius and me about the circuit controlled version.
by Optera
Sat Mar 20, 2021 9:58 am
Forum: Gameplay Help
Topic: Noob intro + baffled by Kovarex
Replies: 35
Views: 4718

Re: Noob intro + baffled by Kovarex

I think it was mine. https://forums.factorio.com/viewtopic.php?p=391015#p391015 Still using it. That's very outdated, you really use the 2018 setup when you made much more reliable ones since? one circuit free version: https://forums.factorio.com/viewtopic.php?p=509952#p509952 and the circuit contr...
by Optera
Sat Mar 20, 2021 6:00 am
Forum: Modding help
Topic: Modding mining drills to work without an ore patch
Replies: 5
Views: 715

Re: Modding mining drills to work without an ore patch

If you also want that drill to be affected by mining productivity research you'll have to use hidden beacons with productivity modules and update them in control.
by Optera
Fri Mar 19, 2021 1:07 pm
Forum: Logistic Train Network
Topic: LTN is a mod great enough to build a playthrough around
Replies: 9
Views: 2117

Re: LTN is a mod great enough to build a playthrough around

Sadly it seems no one is allowed to say something nice without someone else belittling them.

Thread locked.
by Optera
Thu Mar 18, 2021 4:31 pm
Forum: Resource Spawner Overhaul
Topic: RSO mod benefits?
Replies: 8
Views: 5601

Re: RSO mod benefits?

I use RSO for generating nice looking patches of angels infinite ores with normal finite ore on the outside.
by Optera
Thu Mar 18, 2021 4:19 pm
Forum: Logistic Train Network
Topic: Game crash due to string concat issue
Replies: 1
Views: 465

Re: Game crash due to string concat issue

Thanks for the report.

I cant reproduce that bug. How did you manage to create a signal with nil value for name?
by Optera
Wed Mar 17, 2021 3:34 pm
Forum: Logistic Train Network
Topic: LTN is a mod great enough to build a playthrough around
Replies: 9
Views: 2117

Re: LTN is a mod great enough to build a playthrough around

ptx0 wrote:
Wed Mar 17, 2021 1:43 pm
all you need to do for a build train is filter the wagon slots by middle-clicking on them. limit a number of slots from each wagon, for each item.
and be limited to whatever filters you set days ago.
I certainly would forget setting Labs and have to ride back to the mall to manually pick them up.
by Optera
Sun Mar 14, 2021 2:25 pm
Forum: Ideas and Suggestions
Topic: Combinator scalability and maintainability
Replies: 15
Views: 2508

Re: Combinator scalability and maintainability

I kinda agree yet totally disagree since the examples presented are so simplistic to me. A timer or clock only takes 1 CC and 1 DC. Filtering only positive N signals takes 5 combinators, positive and negative takes 7: https://forums.factorio.com/viewtopic.php?p=447487#p447487 What combinators need i...
by Optera
Fri Mar 12, 2021 6:45 pm
Forum: Outdated/Not implemented
Topic: mute the game while alt-tabbed
Replies: 104
Views: 27460

Re: mute the game while alt-tabbed

ptx0 wrote:
Fri Mar 12, 2021 3:20 pm
https://devblogs.microsoft.com/directx/ ... mizations/

it has substantial performance overhead due to compositing.
About time MS realizes FSE is an overall worse gaming experience than BW.
by Optera
Fri Mar 12, 2021 2:53 pm
Forum: Outdated/Not implemented
Topic: mute the game while alt-tabbed
Replies: 104
Views: 27460

Re: mute the game while alt-tabbed

When you program the window yourself there's not even a need to poll. https://docs.microsoft.com/en-us/dotnet/api/system.windows.forms.control.lostfocus?view=net-5.0 or with 1min more google-foo for cpp: https://stackoverflow.com/questions/1424606/lost-focus-and-gotfocus-in-c not for full screen ga...
by Optera
Fri Mar 12, 2021 5:59 am
Forum: Outdated/Not implemented
Topic: mute the game while alt-tabbed
Replies: 104
Views: 27460

Re: mute the game while alt-tabbed

When you program the window yourself there's not even a need to poll.
https://docs.microsoft.com/en-us/dotnet ... ew=net-5.0

or with 1min more google-foo for cpp: https://stackoverflow.com/questions/142 ... focus-in-c
by Optera
Sat Mar 06, 2021 6:49 am
Forum: Technical Help
Topic: [1.1.26] Pollution cloud barely visible on minimap or regular map
Replies: 5
Views: 863

Re: [1.1.26] Pollution cloud barely visible on minimap or regular map

500 should produce decent red shade over everything.
Are you using mods changing pollution visibility?

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