Search found 499 matches
- Fri Feb 10, 2017 12:43 am
- Forum: Modding help
- Topic: ElectricEnergyInterface LUA double values
- Replies: 2
- Views: 847
Re: ElectricEnergyInterface LUA double values
From LUA API the values for power are actually in Joule per tick. There's 60 ticks in a second so a value of 1 equals 60 W. If you want to set exactly 1W then use 1.0/60.0 as value.
- Thu Feb 09, 2017 6:35 pm
- Forum: General discussion
- Topic: Crafting speed math
- Replies: 16
- Views: 29973
Re: Crafting speed math
The time of each recipe is the time it takes to craft by hand - the player's hand crafting speed is 1.0. In my calculations i use the quantities "nominal crafting time" and "real crafting time". the conversion between the two is just the crafting speed. As Nich pointed out, the ...
- Thu Feb 09, 2017 5:29 pm
- Forum: Won't implement
- Topic: Bigger more dynamic mods with less memory
- Replies: 26
- Views: 12091
Re: Bigger more dynamic mods with less memory
I tried to create a solar-thermic boiler (sun heats water) which seems to have no simple solution: Only 1 entity is able to heat water: The boiler. And boilers only support burning solid fuels - no oil, no gas, no electric energy, no solar energy Wouldn't it even be simpler to develop to create a g...
- Wed Feb 08, 2017 6:27 pm
- Forum: Gameplay Help
- Topic: inserter speeds
- Replies: 3
- Views: 2363
Re: inserter speeds
https://wiki.factorio.com/Inserter_experiments Easier way to remember: burner inserter: 60/102 items/s inserter: 60/72 items/s long handed inserter: 60/52 items/s fast/filter/stack inserter: 60/26 items/s And when facing north: burner inserter: 60/103 items/s inserter: 60/73 items/s long handed inse...
- Wed Feb 08, 2017 6:19 pm
- Forum: General discussion
- Topic: Crafting speed math
- Replies: 16
- Views: 29973
Re: Crafting speed math
Something that bugs me about this kind of math is that the game implies there's a time associated with each recipe. But that's not true, the time a recipe takes is only known once the crafting speed of a machine is applied. As a result units become all out of whack. For example, what's the unit/dime...
- Mon Feb 06, 2017 5:22 pm
- Forum: Ideas and Suggestions
- Topic: Item transfers
- Replies: 2
- Views: 1168
Re: Item transfers
If you have to do this often enough then just make a little loading bay for the car:
Better if you have multiple cars (they're not that expensive), since you can swap a fully loaded one for an empty one.- Sun Feb 05, 2017 7:01 pm
- Forum: Show your Creations
- Topic: 1 belt red-green science production with balance
- Replies: 5
- Views: 4195
Re: 1 belt red-green science production with balance
I'm fan of single belt production facilities myself. Well done!
But I also have to accept that splitting the input from the intermediaries/output massively simplifies everything.If the ratios are right everything just works:
But I also have to accept that splitting the input from the intermediaries/output massively simplifies everything.If the ratios are right everything just works:
- Thu Feb 02, 2017 1:33 pm
- Forum: Gameplay Help
- Topic: How can I take only 1 item with inserter from belt despite capacity bonus?
- Replies: 12
- Views: 7905
Re: [0.14.21] Inserter capacity bonus from belt to chest
Forgive me that I play in chinese, but Maybe you can understand the position of what the function is. It is helpless because my Non-Stack Inserter is controled by another signal from red line and it's different from the signal of the thing it pick from the belt. Use (EVERYTHING < 1) as condition in...
- Tue Jan 31, 2017 7:50 pm
- Forum: Combinator Creations
- Topic: Any Idea ? ;x Clock...
- Replies: 6
- Views: 2819
Re: Any Idea ? ;x Clock...
Mbas: :re while(a<1000)a++; a-=333; goto re; -333 because... time from "detect value" to "remove value" is 3 ticks ( in my game ) ty. 4 TUT about Combinators but... dont need it ;x... ( lol xD sorry ;D ) -------------------- The tutorial shows a simpler clock design: https://wik...
- Tue Jan 31, 2017 7:41 pm
- Forum: Show your Creations
- Topic: Lel PixelArt... Again...
- Replies: 2
- Views: 1793
Re: Lel PixelArt... Again...
So cute!!!!
- Tue Jan 31, 2017 4:34 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 40882
Re: Friday Facts #175 - Programmable Speaker
There's this flawed idea that putting 3x more devs on a project will make it go 3x faster, it doesn't. ;) From what I understand Rseding does the code performance improvements, enjoys working on it too. Almost everytime talks about how this or that affects performance. Twinsen is the only one doing ...
- Fri Jan 27, 2017 3:37 pm
- Forum: Gameplay Help
- Topic: Blueprints and robots
- Replies: 3
- Views: 1725
Re: Blueprints and robots
From what I understand they do it in some specific order BUT they may skip some if there's not enough robots. So you need as many construction robots as items being placed to see the actual order.
This was posted a while back:
https://www.reddit.com/r/factorio/comme ... terballet/
This was posted a while back:
https://www.reddit.com/r/factorio/comme ... terballet/
- Thu Jan 26, 2017 7:36 pm
- Forum: General discussion
- Topic: Single core?
- Replies: 2
- Views: 1496
Re: Single core?
However this is thinking about the problem completely backwards. Every object has a buffer and knows what it is going to do so outputs can be calculated in parallel. Then once all the outputs are known all the inputs can be calculated in parallel. This will however cause a 1/60th delay in an assemb...
- Thu Jan 26, 2017 12:33 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Belts logistic system
- Replies: 2
- Views: 1543
Re: [REQUEST] Belts logistic system
Maybe you'll find this interesting: https://www.reddit.com/r/factorio/comments/5n059i/almost_single_belt_assembly_line/ Made using circuit network only. Almost all Factorio recipes are one way. So in theory a single belt can provide all the logistic needs. Input enough iron/copper/steel plates on on...
- Tue Jan 24, 2017 4:49 am
- Forum: Ideas and Requests For Mods
- Topic: Belt Splitters
- Replies: 6
- Views: 2944
Re: Belt Splitters
Not all. 2~4 items will be eternally stuck on the "blocked" side.EliteMasterEric wrote:You can just do the below:
This combines all the items from two belts onto a single belt.
- Mon Jan 23, 2017 7:15 pm
- Forum: Gameplay Help
- Topic: Trains and stops of same name
- Replies: 6
- Views: 10881
Re: Trains and stops of same name
If both stations are same distance from the train's departure station then the one picked depends a lot on train pathfinding algorithm internals. For us mere players that means they pick a "random" one. If one station is further away then it will be less likely to be picked. Until a point ...
- Mon Jan 23, 2017 2:02 pm
- Forum: Not a bug
- Topic: [0.14.21] Diff bhvr depending on # of circuitnet connections
- Replies: 4
- Views: 1490
Re: [0.14.21] Diff bhvr depending on # of circuitnet connections
The belt is reading and feeding itself it's contents twice, due to duplicated connections. I'd say it's expected behavior, due to belts output looping back to it's input. Two connection == two loops.
- Sun Jan 22, 2017 5:59 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200643
Re: Parrallel processing in games & applications
Well, it's not "current" yet :) but better spread them evenly. As for per-surface threading - yes, we would go that way if Factorio would be natural to run multiple surfaces, and all those surfaces having a decent factory. I was just thinking that players already change their factory to o...
- Sun Jan 22, 2017 4:58 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200643
Re: Parrallel processing in games & applications
... yes. That's what I've been saying. I don't know where you got the idea that when I say "We're limited by RAM speeds" is memory throughput. It's both: tons of random access of little bits (latency) and a very small amount of throughput. Additionally that throughput listing for a given ...
- Sun Jan 22, 2017 4:54 pm
- Forum: Gameplay Help
- Topic: Side loading a vertical "down" belt won't fully compress
- Replies: 11
- Views: 3553
Re: Side loading a vertical "down" belt won't fully compress
you could use undergrounds to fully compress a belt. Let inserters unload their contents in an underground. Undergrounds work like a chest and will compress the belt where unloading or sideloading fails. Apparently at some point that "feature" was implemented when sideloading into normal ...