Search found 119 matches

by zebediah49
Tue Feb 28, 2017 5:39 am
Forum: Ideas and Suggestions
Topic: Change Default Auto Save 2min to 15min.
Replies: 18
Views: 12123

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...
by zebediah49
Tue Feb 28, 2017 12:34 am
Forum: Ideas and Suggestions
Topic: Change Default Auto Save 2min to 15min.
Replies: 18
Views: 12123

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...
by zebediah49
Mon Feb 20, 2017 5:15 am
Forum: News
Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
Replies: 43
Views: 15822

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...
by zebediah49
Sun Feb 19, 2017 1:17 am
Forum: News
Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
Replies: 43
Views: 15822

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 ...
by zebediah49
Fri Jan 13, 2017 4:56 am
Forum: Gameplay Help
Topic: Train Signal Help
Replies: 3
Views: 914

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 ...
by zebediah49
Sat Jan 07, 2017 5:29 am
Forum: Gameplay Help
Topic: I'm Terrible with Trains
Replies: 9
Views: 1957

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 ...
by zebediah49
Sat Jan 07, 2017 5:01 am
Forum: Gameplay Help
Topic: Accumulator priority
Replies: 17
Views: 25506

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...
by zebediah49
Wed Nov 23, 2016 4:44 am
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 29052

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...
by zebediah49
Wed Nov 23, 2016 4:33 am
Forum: Combinator Creations
Topic: Movie Player
Replies: 79
Views: 409427

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...
by zebediah49
Sat Nov 19, 2016 7:09 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 157077

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...
by zebediah49
Sat Nov 19, 2016 5:05 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 157077

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...
by zebediah49
Sat Nov 19, 2016 3:07 am
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 29052

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 ...
by zebediah49
Sat Oct 22, 2016 3:23 am
Forum: Ideas and Suggestions
Topic: Tighter S-curve rails
Replies: 7
Views: 1826

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...
by zebediah49
Mon Oct 10, 2016 11:48 pm
Forum: General discussion
Topic: Mod portal fail-safe
Replies: 1
Views: 683

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...
by zebediah49
Sat Sep 24, 2016 2:30 am
Forum: Ideas and Suggestions
Topic: Mid-tier Logistics Chest
Replies: 6
Views: 1181

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...
by zebediah49
Fri Sep 23, 2016 8:36 pm
Forum: Ideas and Suggestions
Topic: Mid-tier Logistics Chest
Replies: 6
Views: 1181

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 ...
by zebediah49
Sat Sep 17, 2016 5:58 pm
Forum: Mods
Topic: [MOD 0.14] Personal Roboport Switch
Replies: 20
Views: 7593

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...
by zebediah49
Sat Sep 17, 2016 2:56 pm
Forum: Mods
Topic: [MOD 0.14] Personal Roboport Switch
Replies: 20
Views: 7593

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 ...
by zebediah49
Fri Sep 16, 2016 11:20 pm
Forum: Show your Creations
Topic: A Train Benchmarker
Replies: 0
Views: 14668

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...
by zebediah49
Fri Sep 16, 2016 9:11 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Very early r/g science factories
Replies: 24
Views: 22368

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

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