Search found 355 matches
- Wed Jan 04, 2023 6:39 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 88059
Re: Personal robots prioritizing nearest first
joined with existing thread
See discussion: low chance this will come.
And my own experience with this (changed with mod) was, that it make things differently, but not better, because suddenly you think: why isn’t it building the outer stuff first. :lol:
It was better, and significantly ...
- Fri Aug 19, 2022 9:25 pm
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 23229
Re: Pipe throughput measurements
Never modded Factorio though, so not sure if there are some unexpected restrictions.
No need to write your own mod if you do this . I've gotten 6+ sigfigs with that method, which should be more than enough for your purpose. It's sensitive enough to pick up differences due to pipe build order ...
- Fri Aug 19, 2022 5:16 pm
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 23229
Re: Pipe throughput measurements
About measurements. Can we change methodology here? Working errors out with rounded numbers is painful. We can get a much better measurements this way: run setup for n ticks and remember T total amount of fluid passed through. Then T/n will give us what we need. Just doing so for 2000 ticks ...
- Fri Aug 19, 2022 7:02 am
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 23229
Re: Pipe throughput measurements
(crazy deep dive on fluid system wiki details)
Hey Bilka, since you're going 'deep' on fluids, figured I'd ask if fluid wagon loading was ever sorted? I bring that up because it was one of those edge cases where max flow was not actually 12,000/s. Understood the list on the wiki doesn't mention ...
- Fri Aug 19, 2022 6:46 am
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 75
- Views: 44062
Re: Do not pause game when looking at research in single player
It’s not so, that the devs have nothing todo. And their internal list is surely sorted by game-play-value multiplied with the reversed implementation effort. Something like this.
If it was sorted as you state, then a fix that had high game-play-value and a minimal 1/implementation-effort would ...
- Thu Dec 10, 2020 6:10 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 112877
Re: Nauvis Post Collapse (16GB ram minimum required)
The control.lua in my save file is identical to the one in the 1.0.2 (1.1) scenario version.ptx0 wrote: Thu Dec 10, 2020 5:11 pm open up your save file and replace lua with the one from 1.1 scenario version.
- Tue Dec 08, 2020 1:28 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 112877
Re: Nauvis Post Collapse (16GB ram minimum required)
Have you tried using the new version which I published on the mod portal?
https://mods.factorio.com/mod/Nauvis-Post-Collapse
I installed the new version from the mod portal, but it didn’t seem to have any impact on loading the existing save. This save was started way back as a scenario, so I ...
- Sat Dec 05, 2020 9:09 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 112877
Re: Nauvis Post Collapse (16GB ram minimum required)
I thought I'd try the intermediate step, and yes! I can load the save from 0.17.79 in 1.0! I saved it again, upgraded to 1.1 again, and tried to open the save. It fails, though, with the message /home/jonathan/.factorio/temp/currently-playing/control.lua:24: attempt to call field 'get_events' (a ...
- Sat Nov 07, 2020 4:18 pm
- Forum: Minor issues
- Topic: [1.0.0] Blueprint dialog scroll position not restored
- Replies: 0
- Views: 1280
[1.0.0] Blueprint dialog scroll position not restored
While searching for if this was previously reported, I came across this prior report of a similar behavior that was fixed, but it still appears to be an issue in 1.0.0.
When working with blueprints / blueprint books and there are enough present that the user must scroll down the list to get to the ...
When working with blueprints / blueprint books and there are enough present that the user must scroll down the list to get to the ...
- Wed Sep 02, 2020 10:23 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 88059
Re: Personal robots prioritizing nearest first
Assumin the player doesn't move then the total distance traveled by all bots is the same no matter what order enities are placed. The amount of recharging needed is directly dependent on the distance traveled and the overall build time is the sum of time to travel the distance + recharge time. So ...
- Wed Sep 02, 2020 4:22 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 88059
Re: Personal robots prioritizing nearest first
I don't need to make a counter argument. My original statement-of-fact is still true and nobody has shown otherwise: closest first is pointless if the player does not move.
Then you didn't read my reply. There are cases where it takes *significantly* longer to complete a blueprint placement ...
- Tue Sep 01, 2020 7:48 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 88059
Re: Personal robots prioritizing nearest first
It's not going to happen.
...so you stated why you believed it was useless, then folks explained why that belief was incorrect, and then you just cross your arms and shut it down instead of making any sort of counter argument.
It's really puzzling when such amazing devs can just randomly turn ...
- Mon Aug 31, 2020 5:37 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 88059
Re: Personal robots prioritizing nearest first
Doing nearest first for a player *only* has benefit if the player keeps moving.
It's not just about the total time to completion. It's about the rate of completion. Even with the player standing still, significantly more items are placed earlier and faster with nearest first at play, which ...
- Sun Aug 30, 2020 5:01 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 88059
Re: Personal Construction Bots Efficiency Suggestion/Idea
too much cpu cost for cosmetic use (or edge-cases uses)
Except it's a very real difference in build efficiency. Way beyond 'cosmetic' or 'edge' cases. The closest first bot mod has over 30 thousand downloads, and that mod isn't even that CPU efficient, so clearly plenty of folks were willing to ...
- Fri Aug 14, 2020 5:49 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 143261
Re: Friday Facts #360 - 1.0 is here!
2020 keeps on giving.. No more FFF.... RIP.
This seems an odd choice to me. Why shift to an email newsletter and not just continue posting whatever/whenever to the same existing channel that the FFF's used? Just turn it into 'Updates' or something, maybe even still only post them on Friday (just ...
- Sat May 23, 2020 4:43 pm
- Forum: Releases
- Topic: Version 0.18.26
- Replies: 45
- Views: 30591
Re: Version 0.18.26
You can also just Control + Alt + Click the settings button
:shock:
My thoughts exactly. This should be written *somewhere*, right? Maybe on the wiki?
Changes
Crafting machines will now refund item ingredients when crafting is cancelled before finishing.
At last! Thank you ...
- Tue May 12, 2020 11:25 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 112877
Re: Nauvis Post Collapse (16GB ram minimum required)
Just wanted to add:
First of all, amazing work. So much detail and atmosphere! (Small exploration spoiler: Darn, you can't pick up the rocket silos for yourself! )
Secondly, the map runs perfectly on my machine. Takes a LONG time to load and save which is perfectly understandable, but it runs at ...
- Sat May 02, 2020 1:08 am
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 42653
Re: Version 0.18.22
There was an early enough warning for this change
There was warning, but it was issued years ago,
There was a warning just a day before 0.18.22 was released in the Upcoming breaking mod changes thread. I was lucky enough to see it shortly after it had been posted, I was even more ...
- Fri May 01, 2020 12:52 am
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 42653
Re: Version 0.18.22
Wow all this stupid complaints.
There was an early enough warning for this change and as the game is under developement there probably are another significant changes which will break mods again.
So stop crying like a baby.
There was warning, but it was issued years ago, and a mod creator isn ...
- Fri May 01, 2020 12:50 am
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 42653
Re: Version 0.18.22
Also the API removal that broke mods was removed in version 0.15, and left in with some internal migration. The API has been non-functional for nearly 3 years, and these mods are just plain wrong for having these values.
For migrations like these, it might be worth throwing up some sort of ...