Search found 119 matches
- Tue Feb 28, 2017 5:39 am
- Forum: Ideas and Suggestions
- Topic: Change Default Auto Save 2min to 15min.
- Replies: 18
- Views: 16639
Re: Change Default Auto Save 2min to 15min.
Probably but it would take a lot of reworking that we don't want to do right now. Mostly because if you hit save, it finished and then clicked exit it would still be saving and would have to block until that finished else it would corrupt the save. Fair enough. I suspect your architecture makes thi...
- Tue Feb 28, 2017 12:34 am
- Forum: Ideas and Suggestions
- Topic: Change Default Auto Save 2min to 15min.
- Replies: 18
- Views: 16639
Re: Change Default Auto Save 2min to 15min.
We can't just "clone" the main programs memory and write that to disk because the vast majority of it is not something that should be saved else your save file would end up roughly the same size as the RAM it takes to run. My understanding of the suggestion was to prepend a full imaging p...
- Mon Feb 20, 2017 5:15 am
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 43
- Views: 23482
Re: Friday Facts #178 - Minimal mode and Mini-tutorials
I don't really understand it's usefulness when I can get to the end without it. You could technically get to the end without assemblers either .... the point is that it makes things easier, allows you to automate tasks, etc. Strictly speaking, the rocket control units require blue circuits, which c...
- Sun Feb 19, 2017 1:17 am
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 43
- Views: 23482
Re: Friday Facts #178 - Minimal mode and Mini-tutorials
First off, the mini-tutorials sound nice. I personally had no problems with the content, but most of the other people I've played with did. I did have to do some experimentation to figure parts of it out though. With regard to mod-loading: First, would it be reasonable to have an 'interrupt' button ...
- Fri Jan 13, 2017 4:56 am
- Forum: Gameplay Help
- Topic: Train Signal Help
- Replies: 3
- Views: 1620
Re: Train Signal Help
Thanks for looking. The main take away from this is that you cannot treat train signals in isolation as they are always going to affect the block before and are affected by the block after. To speak in the language of graph theory, blocks are nodes, and signals are edges. This is weird, because it ...
- Sat Jan 07, 2017 5:29 am
- Forum: Gameplay Help
- Topic: I'm Terrible with Trains
- Replies: 9
- Views: 3727
Re: I'm Terrible with Trains
One thing I've run into when starting out is that the train will only go forwards. To debug train issues, manual mode is useful -- slowly attempt to do the train's route, driving it yourself. Use the following rules: 1. Never use the reverse (s) key, unless you're undoing a mistake. 2. Never pass a ...
- Sat Jan 07, 2017 5:01 am
- Forum: Gameplay Help
- Topic: Accumulator priority
- Replies: 17
- Views: 34723
Re: Accumulator priority
Another option (other than the RS-latch) that also can give you some extra information about how power stocks are doing is to stage your steam cutoff. I usually use the switches on the pumps, because it slows everything out (no flickering), but it works with power switches too. For a relatively smal...
- Wed Nov 23, 2016 4:44 am
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 45214
Re: Friday Facts #165 - Death by a thousand cuts
That will never happen, think about it, you could mod in the game that a rocket requires 1 iron plate and is available right at the start, or have an assembly machine making 1,000x electronic circuits per recipe, heck I'm sure someone would create a mod "Get Dem Achievements" that you loa...
- Wed Nov 23, 2016 4:33 am
- Forum: Combinator Creations
- Topic: Movie Player
- Replies: 86
- Views: 465502
Re: Movie Player
How about porting... Factorio into Factorio circuit network? ;) Indefinite Factorio... No source code == no port. ;) True, a port won't work. I'm going to assume that was a mistaken turn of phrase though: instead wee can *virtualize* Factorio into Factorio. To save some work, it's probably easier t...
- Sat Nov 19, 2016 7:09 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282540
Re: [Mod 0.14] Logistic Train Network
Awesome, nice improvements. I still get an error (running 0.3.11) when using a battle trains cargo wagon though -- Error while running event on_train_changed_state (ID 23) Unknown virtual signal name: LTN-battle-cargo-1 stack traceback: __LogisticTrainNetwork__/control.lua:557: in function 'UpdateSt...
- Sat Nov 19, 2016 5:05 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282540
Re: [Mod 0.14] Logistic Train Network
My attempts to use this resulted in the error -- Error while running event on_built_entity (ID 6) __LogisticTrainNetwork__/control.lua:137: attempt to index field 'LogisticTrainStops' (a nil value) I wanted to test it, so used Creative Mode to grant me all techs, free stuff -- then built a track and...
- Sat Nov 19, 2016 3:07 am
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 45214
Re: Friday Facts #165 - Death by a thousand cuts
Do you have any thoughts on the mod config system's ability to turn features on and off? That is, I have seen quite a few mods that have "This mod has five different functions, turn the ones you want on/off in the config file". As far as I know, the game's resources are more or less fixed ...
- Sat Oct 22, 2016 3:23 am
- Forum: Ideas and Suggestions
- Topic: Tighter S-curve rails
- Replies: 7
- Views: 3369
Re: Tighter S-curve rails
The conversion of crafting multiple rail types to using the rail planner means that it's now possible to have these other form factors of rails. I agree that adding 1- and 2- block shifts would be a good idea, and quite useful. I disagree that shifting by one isn't useful though: there are many situ...
- Mon Oct 10, 2016 11:48 pm
- Forum: General discussion
- Topic: Mod portal fail-safe
- Replies: 1
- Views: 1043
Mod portal fail-safe
The mod portal requires a login to download mods. While inconvenient, I do understand why the devs want this -- it provides a major incentive for users to have a real Factorio account. Fine. As is being currently demonstrated, the factorio.com site isn't necessarily 100% reliable. This is also under...
- Sat Sep 24, 2016 2:30 am
- Forum: Ideas and Suggestions
- Topic: Mid-tier Logistics Chest
- Replies: 6
- Views: 2240
Re: Mid-tier Logistics Chest
If I understand correctly, what you're basically asking for is a storage chest for specific items? I did try seeing if I could filter the slots in a storage chest. There is a difference though -- I would like my proposed tier of chest to pull its request from red (passive provider) and yellow (stor...
- Fri Sep 23, 2016 8:36 pm
- Forum: Ideas and Suggestions
- Topic: Mid-tier Logistics Chest
- Replies: 6
- Views: 2240
Mid-tier Logistics Chest
This seems straight forwards enough that I would have thought it was proposed before, but a cursory search didn't find anything. I would like to see a priority tier between red and blue. That is, a chest that has an item request, and acts as a blue chest, except that requests from the high priority ...
- Sat Sep 17, 2016 5:58 pm
- Forum: Mods
- Topic: [MOD 0.14] Personal Roboport Switch
- Replies: 20
- Views: 11605
Re: [MOD 0.14] Personal Roboport Switch
It wasn't clear from the description if this is a feature request or already supported -- Is there is regular 'disable' option? Like, just turn roboports off, regardless of the surrounding coverage? My biggest problem is with suicidal construction bots, so being able to manually completely turn the...
- Sat Sep 17, 2016 2:56 pm
- Forum: Mods
- Topic: [MOD 0.14] Personal Roboport Switch
- Replies: 20
- Views: 11605
Re: [MOD 0.14] Personal Roboport Switch
It wasn't clear from the description if this is a feature request or already supported -- Is there is regular 'disable' option? Like, just turn roboports off, regardless of the surrounding coverage? My biggest problem is with suicidal construction bots, so being able to manually completely turn the ...
- Fri Sep 16, 2016 11:20 pm
- Forum: Show your Creations
- Topic: A Train Benchmarker
- Replies: 0
- Views: 14936
A Train Benchmarker
This is a creation is more of meta-utility than in-game usefulness, but I thought it might be of interest to the people here. There has been a fair amount of examination of train speed maximums under various conditions, but as far as I know people have not particularly investigated train acceleratio...
- Fri Sep 16, 2016 9:11 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Very early r/g science factories
- Replies: 24
- Views: 31204
Re: Very early r/g science factories
If you're willing to give up the intermediate chests, you can drop the long-inserter requirement as well