Search found 355 matches

by malventano
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Forum: Outdated/Not implemented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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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)

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.
The control.lua in my save file is identical to the one in the 1.0.2 (1.1) scenario version.
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...
by malventano
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 ...

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