Search found 5706 matches

by mrvn
Mon Apr 08, 2024 1:47 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 16837

Re: Friday Facts #403 - Train stops 2.0

Since there is wind and clouds there should also be waves lapping at the support pillars.

Now you GPU wizards, get to doing some magic. :)

PS: shadows should be distorted by waves too.
by mrvn
Fri Apr 05, 2024 7:51 pm
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 153
Views: 54875

Re: ARM Build

As to headless ARM server: All the work is really done there for the switch client already. As long as the FPU of the ARM in question doesn't behave differently from the switch ARM core there should be zero changes. Where ARMs really differ is the GPU, i.e. the graphical client. In fact is there a h...
by mrvn
Tue Apr 02, 2024 2:28 pm
Forum: Minor issues
Topic: [1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder
Replies: 5
Views: 330

Re: [1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder

It's creating a hidden file with a random extension and only at the end it gets renamed to the real, non-hidden name. So I'm a bit surprised the game doesn't ignore it.
by mrvn
Fri Mar 29, 2024 2:21 pm
Forum: Already exists
Topic: Add LuaItemPrototype.effect
Replies: 3
Views: 212

Re: Add LuaItemPrototype.effect

Thanks.

But why, Why, WHY rename the field between the data and game stage? :(
by mrvn
Fri Mar 29, 2024 1:07 pm
Forum: Already exists
Topic: Add LuaItemPrototype.effect
Replies: 3
Views: 212

Add LuaItemPrototype.effect

TL;DR Add the effect table from ModulePrototype to LuaItemPrototype. What ? In the data phase modules have an effect table detailing what effects the module item has. In the game phase modules use the LuaItemPrototype class and the effect table is unavailable. Add the table when the item is a modul...
by mrvn
Fri Mar 29, 2024 12:15 pm
Forum: Minor issues
Topic: [1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder
Replies: 5
Views: 330

[1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder

I'm copying a large save game over a slow connection (simulate with rsync --bwlimit) into the saves folder. At the same time I'm trying to load a game in factorio. When I try to scroll through the available games it always jumps right back to have the currently selected game visible making it appear...
by mrvn
Thu Mar 28, 2024 11:19 am
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 522

Re: Friday Facts #402 - Lightspeed circuits

3) Smoothing doesn't really crate new data, it's merely a reinterpretation of existing data. So, you know, you can probably just smooth the 100 or so visible data points on the production graph, when it's actually open, and call it good. to repeat again, i'm not talking about strictly speaking &quo...
by mrvn
Tue Mar 26, 2024 8:58 pm
Forum: Combinator Creations
Topic: Liquid level regulator
Replies: 9
Views: 648

Re: Liquid level regulator

It's much easier to implement this with some chests or belts, inserters and a fish (or any item really). For each oil refinery recipe you make one chest or belt piece and connect it to a pump. If the fish is in it the pump turns on. Then you add the inserters to move the fish between those positions...
by mrvn
Tue Mar 26, 2024 5:44 pm
Forum: Ideas and Suggestions
Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
Replies: 10
Views: 520

Re: Rich Text Labels need a toggle to also add the TEXT version after the icon

The major issue is with modpacks, where the icons are often so similar to each other that trying to distinguish based on just the icon is hopeless. It should be settable per player in multiplayer games, and the name should localize for each player. Internally, the name should just be the icon, this...
by mrvn
Mon Mar 25, 2024 5:59 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152758

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

Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
by mrvn
Mon Mar 25, 2024 5:57 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: It's nice when things come together [utitility-science-pack]
Replies: 6
Views: 1380

Re: It's nice when things come together [utitility-science-pack]

In that game all stations are layed out in columns the width of a train + curves and scaled to require a train maybe every 5-10 minutes. The copper stations needs far more trains than the other stations and is an outlier in the design. Hence why I said "to bring the train throughput more in li...
by mrvn
Mon Mar 25, 2024 5:20 pm
Forum: Modding help
Topic: How much does a recipe with catalyst and probability produce?
Replies: 1
Views: 127

How much does a recipe with catalyst and probability produce?

Say I have a recipe that produces this: products = { { amount = 10, catalyst_amount = 4, name = "thing", probability = 0.7, type = "item" } } How many things would that produce on average per cycles with 20% productivity bonus? The productivity bonus of the assembler only affects...
by mrvn
Mon Mar 25, 2024 12:06 pm
Forum: Gameplay Help
Topic: Trains: 2 lane 2 way
Replies: 4
Views: 396

Re: Trains: 2 lane 2 way

I guess the use for this is if a section of rail is increadably bursty? So everything wants to go one way, then everything wants to go the other way. Would a 3-lane system with a variable middle lane be easier to set up safely? Doubtful. Once you figure out how to program one lane safely you can du...
by mrvn
Mon Mar 25, 2024 12:04 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: It's nice when things come together [utitility-science-pack]
Replies: 6
Views: 1380

Re: It's nice when things come together [utitility-science-pack]

I have been playing with this blueprint this WE and i found out, although it is very beautiful there are quite some ways to improve it : 1) This blueprint doesn't use module instead different tier of assembly are necessary to achieve ratios, this means it doesn''t scale well in the future. Didn't h...
by mrvn
Mon Mar 25, 2024 11:38 am
Forum: Ideas and Suggestions
Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
Replies: 10
Views: 520

Re: Rich Text Labels need a toggle to also add the TEXT version after the icon

I'm the complete opposite, I use icons specifically so that I can fully define a train stop name in 2 characters. Having the item names show would completely defeat the point, and massively clutter my map view. I also use logi chests to denote provider/supplier station status, and having the name t...
by mrvn
Mon Mar 25, 2024 11:37 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152758

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

Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
by mrvn
Mon Mar 25, 2024 11:34 am
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 16837

Re: Friday Facts #403 - Train stops 2.0

Is there something we have missed? Another problem came up to my mind. I have a problem, where a train departs to a certain station, but in the middle of the trip it decides "I will go to a different one (with the same name)". It does this because the station, which it initially chooses, ...
by mrvn
Mon Mar 25, 2024 12:53 am
Forum: Ideas and Requests For Mods
Topic: Science Overhaul
Replies: 2
Views: 224

Re: Science Overhaul

You could try changing the power source for the lab. You can make it use solid fuels, liquid fuels or heat iirc. You can place entities around or below the lab to convert things around. For example you can have an assembler there that has a recipe that takes a chip as ingredient and outputs a chip w...
by mrvn
Mon Mar 25, 2024 12:45 am
Forum: Ideas and Suggestions
Topic: Blueprints should be available on game start.
Replies: 22
Views: 3817

Re: Blueprints should be available on game start.

The problem I have with this is mostly the Cut, Copy, paste, and Undo icons that get disabled when I create a new Offline game. I have played well over 6000 hours and I am not a New User. Saving some of these values in the Registry or a file would help prevent this. If it is in the Registry, I can ...

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