And nobody is forcing you.FuryoftheStars wrote: ↑Thu Sep 29, 2022 3:40 pmYeah, 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.
Search found 5481 matches
- 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- Forum: Outdated/Not implemented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
- 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. ...
- 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...
- 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...
- 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- Forum: Outdated/Not implemented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 ...
- 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...
- 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.
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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...