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by mrvn
Thu Sep 29, 2022 4:19 pm
Forum: Outdated/Not implemented
Topic: Allow "alt" control key to work in the background scenes in the main menu
Replies: 9
Views: 1085

Re: Allow "alt" control key to work in the background scenes in the main menu

FuryoftheStars wrote:
Thu Sep 29, 2022 3:40 pm
Yeah, there are times I’d like to just toggle it on for a bit so I can see the interactions, recipes, etc, but wouldn’t want it on all the time.
And nobody is forcing you.
by mrvn
Thu Sep 29, 2022 4:17 pm
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 90
Views: 21883

Re: ARM Build

If you don't use float/double then you have to implement all the mathematical functions anyway. Reread repeatedly what I wrote. The bottleneck of synchronization for you is ALL mathematical functions??? It's good that you are not in the development team I think the synchronization is done already. ...
by mrvn
Thu Sep 29, 2022 6:08 am
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 90
Views: 21883

Re: ARM Build

Idea is if a desync is identified, it is fixed by reimplementing the math function in the library and writing tests to ensure consistent results on all platforms. It will be easier not to use floating point numbers in critical places. Even if you take the task of compiling a list of ALL the mathema...
by mrvn
Wed Sep 28, 2022 12:23 am
Forum: Combinator Creations
Topic: Pairwise Arithmetic / each op each
Replies: 17
Views: 2302

Re: Pairwise Arithmetic / each op each

This would be so much simpler and faster if combinators had 2 extra virtual signals: "each red" and "each green" (as has been proposed for ages). The wire signals are carried on different wires and are accessible from LUA and visible on a power pole. So clearly the game does hav...
by mrvn
Tue Sep 27, 2022 10:09 pm
Forum: Outdated/Not implemented
Topic: Allow "alt" control key to work in the background scenes in the main menu
Replies: 9
Views: 1085

Allow "alt" control key to work in the background scenes in the main menu

TL;DR When game scenes play in the background of the main menu allow the "alt" control key to work like in game. What ? In game pressing "alt" will show the contents of chests, trains. The programming of combinators and other more detailed views. Pressing "alt" in the ...
by mrvn
Tue Sep 27, 2022 9:57 pm
Forum: Not a bug
Topic: Train collides with offshore pump
Replies: 2
Views: 640

Re: Train collides with offshore pump

First: Why is your pump on land? If you hadn't filled in the land below the pump then your rails would not haven been able to be placed like that. I think the problem here is that the collision mask of trains are rectangles and in a curve that means the outer edges reach beyond the shape of the curv...
by mrvn
Tue Sep 27, 2022 9:47 pm
Forum: Logistic Train Network
Topic: LTN invisible requests
Replies: 1
Views: 386

Re: LTN invisible requests

So what's the question?

PS: The color signals do not interfer with the LTN operations. LTN filters the signals on the lamp for real items and the control signals only and ignores the rest.
by mrvn
Tue Sep 27, 2022 9:44 pm
Forum: Combinator Creations
Topic: Pairwise Arithmetic / each op each
Replies: 17
Views: 2302

Re: Pairwise Arithmetic / each op each

This would be so much simpler and faster if combinators had 2 extra virtual signals: "each red" and "each green" (as has been proposed for ages). The wire signals are carried on different wires and are accessible from LUA and visible on a power pole. So clearly the game does have...
by mrvn
Mon Sep 26, 2022 8:08 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 310
Views: 127363

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

But what would be the point of it for matrix mode? Normally the order is important because an input for a recipe is only provided by another later entry. So if things are out of order then intermediates don't get build. But matrix mode just builds intermediates in whatever order they are, it's why i...
by mrvn
Mon Sep 26, 2022 4:40 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 310
Views: 127363

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Relevant to 03: It would be nice if items could be sorted (as long as there are no loops). If new items are inserter before the recipes for it's inputs then adding duplicates would be less likely too. But don't prevent duplicates from being added. Sometimes you want them because the output of the r...
by mrvn
Mon Sep 26, 2022 6:18 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 310
Views: 127363

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Relevant to 03: It would be nice if items could be sorted (as long as there are no loops). If new items are inserter before the recipes for it's inputs then adding duplicates would be less likely too. But don't prevent duplicates from being added. Sometimes you want them because the output of the re...
by mrvn
Sun Sep 25, 2022 6:27 pm
Forum: General discussion
Topic: Pipe throughput measurements
Replies: 49
Views: 7738

Re: Pipe throughput measurements

In the third picture it's again an instantly placed blueprint, so the expected situation is same as in the first picture. But oddly, the first turbines are working at full power. My guess is the first row of turbines wasn't destructed or at least placed earlier than the other turbines. Maybe you us...
by mrvn
Sun Sep 25, 2022 7:14 am
Forum: Outdated/Not implemented
Topic: Factorio on Stadia please
Replies: 20
Views: 6141

Re: Factorio on Stadia please

Now that Factorio is on Nintendo Switch, maybe it's not so big of a jump to Stadia? Imagine the megabases you could make with that kind of power!!! From the comments it sounds more like Stadia is a dumb terminal. It doesn't run anything but is just a remote display. Which makes me wonder how well f...
by mrvn
Sun Sep 25, 2022 7:01 am
Forum: Gameplay Help
Topic: Help with automation plz!
Replies: 17
Views: 1896

Re: Help with automation plz!

And here is the distance from one location to another. That is, the ideal is to do it via robot: distancia.jpg At that distance you are probably using up more power for the bots than you gain from the wood. You really should use a belt or train. Or store the wood next to the boilers in the first pl...
by mrvn
Sun Sep 25, 2022 6:19 am
Forum: General discussion
Topic: Pipe throughput measurements
Replies: 49
Views: 7738

Re: Pipe throughput measurements

Edit: As mrvn says, only in fluid boxes with three or more connections (e.g. a junction), the cardinal direction or some other internal order might matter. (Heat pipes have a similar system, and considering a reactor has 12 connection points, the four cardinal directions are clearly not enough to o...
by mrvn
Sat Sep 24, 2022 11:38 pm
Forum: General discussion
Topic: Pipe throughput measurements
Replies: 49
Views: 7738

Re: Pipe throughput measurements

Iirc it used to be that people build pipelines to transport liquid from west to east and got a flow rate of x. The next person build the same setup but transporting liquid from east to west and they got a flow rate of y < x. The conclusion then was that you should build your pipes so liquid flows to...
by mrvn
Sat Sep 24, 2022 4:28 pm
Forum: General discussion
Topic: Pipe throughput measurements
Replies: 49
Views: 7738

Re: Pipe throughput measurements

By the way this isn't non-physical or anything. For example, when we talk about speed of light we talk about "back-and-forth" speed of light, e.g. measured from A -> B -> A, and then we assume that it is equal in all directions. It is impossible to measure unidirectional speed of light (a...
by mrvn
Sat Sep 24, 2022 6:35 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 46527

Re: Cycles: Merge entities, mod for performance idea

This won't work well if belts that aren't fully compressed or with fluids (because they have waves). There was a mod though that would allow you to define a sub-factory and then create copies of it. The original sub-factory is simulated normal and all the copies just copy then input and output. So y...
by mrvn
Fri Sep 23, 2022 11:45 pm
Forum: Gameplay Help
Topic: Trains get stuck if the destination is disabled and other are full
Replies: 20
Views: 3457

Re: [1.1.69] Trains get stuck if the destination is disabled and other are full

Or you use it to prioritize: Coal Mine (limit 1, always enabled, train idles here) full Power plant (limit set by free space in chests, enabled only when limit > 0) empty Smelter fuel (limit set by free space in chests, enabled only when limit > 0) empty Now whatever station needs coal gets the trai...
by mrvn
Fri Sep 23, 2022 11:38 pm
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 90
Views: 21883

Re: ARM Build

It would be pretty interesting to get a AArch64 linux build, most of the posts I have seen are discussing the use of low end SBCs as dedicated servers but I would be more interested in running the full game on high power chips like the NVIDIA Jetson family where both CPU and GPU performance isn't a...

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