Search found 120 matches

by Nightinggale
Mon Dec 03, 2018 4:24 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50532

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

One thing I find really interesting is that people in this thread focuses on the poster graphics while if you read the comments on Xterminator's commentary on youtube (he does that for all FFF), people talk about " reasonable i7-4790k" as well as comments in general on CPUs and Factorio. I...
by Nightinggale
Mon Nov 19, 2018 6:29 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 83692

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Splitting the sides by using underground sideloading isn't obsolete. Filter splitters will only work if you only have one type of item on each side of a belt. There are cases where you can have multiple different items on a belt. For instance when using crafting combinators and they change the produ...
by Nightinggale
Sun Nov 18, 2018 7:19 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 83692

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

As much as I love the new belt graphics, I have to say I hate them to the point where they essentially makes the game unplayable for me. The issue is all the details. There is motion in one direction and motion in the opposite direction and then it's full of rotating stuff. Looking at all this "...
by Nightinggale
Mon Nov 12, 2018 2:04 am
Forum: Mods
Topic: [Mod 0.16] Signal Splitter Combinator
Replies: 16
Views: 4833

Re: [Mod 0.16] Signal Splitter Combinator

Through my experimentation, the list of signals is predictable. It sorts the signals according to value (high to low) and for signals of the same value, the order of signals in the crafting menu is used. Not in my testing, have you actually tested it? Signals are sorted by value in the GUI but not ...
by Nightinggale
Sun Nov 11, 2018 7:04 pm
Forum: Mods
Topic: [Mod 0.16] Signal Splitter Combinator
Replies: 16
Views: 4833

Re: [Mod 0.16] Signal Splitter Combinator

Can anything be done about this? OF COURSE! but i would have to make hidden constant combinators instead and control the output manually rather than abusing a decider combinator like i am doing now. I wanted to keep things simple so i went with that. In that case forget the proposal. Instead I need...
by Nightinggale
Thu Nov 08, 2018 8:43 pm
Forum: Mods
Topic: [Mod 0.16] Signal Splitter Combinator
Replies: 16
Views: 4833

Re: [Mod 0.16] Signal Splitter Combinator

I have an idea for optimization. You should add a selector in the GUI for input. You should be able to select red, green or both wires. Avoiding using both wires means you can avoid spending time merging the red and green wires and even not reading one of them at all. For example, in the next versio...
by Nightinggale
Mon Jun 11, 2018 3:24 pm
Forum: Bob's mods
Topic: Give feedback: steam power overhaul
Replies: 23
Views: 10939

Re: Give feedback: steam power overhaul

Drop the Efficiency above 100% from the steam engine, making them 100% efficient across the board (Since the steam engine is tuned to that tier of boiler, and higher temperature steam is wasted in a steam engine, there's no incentive given for the higher efficiencies anymore) Actually steam engine ...
by Nightinggale
Wed Nov 15, 2017 11:34 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 73010

Re: [MOD 0.15] Crafting Combinator

Apparently there's a (nice) bug: when you select "Regular chest" for 'More excess items to" and "Mode excess modules to", I receive MORE items that I've put into the machine ^^ I'm getting infinite gems that way, actually ;-) I noticed that with the previous version, but di...
by Nightinggale
Fri Sep 29, 2017 7:14 pm
Forum: News
Topic: Friday Facts #210 - Circuit connector module implementation
Replies: 41
Views: 22684

Re: Friday Facts #210 - Circuit connector module implementation

I have to say this looks really great. As much as I like the graphics, it's the fact that wire attachments in lua is being refactored. I just can't get wire interfaces to work in anything I make myself, regardless of how much I try. It doesn't look like it's a coding or lua problem because so far it...
by Nightinggale
Sat Sep 23, 2017 9:09 pm
Forum: Mods
Topic: [MOD 1.1] Loader Redux
Replies: 131
Views: 78300

Re: [MOD 0.15] Loader Redux 0.2.8

Any chance we'll see the possibility of using them like a filter inserter? (i.e. be able to use them along with LTN, and select the item being extracted by wiring it?) I already asked that very question on the previous page in this thread. Even burner inserter can be circuit controlled now, somethi...
by Nightinggale
Wed Sep 13, 2017 9:37 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 73010

Re: [MOD 0.15] Crafting Combinator

I have run into a conflict with DP77s Better Basic Craftings . The issue is that assemblers will keep using the vanilla recipe even when something better shows up. Handcrafting on the other hand will use the improved recipes. I looked in the source code to see if this is fixable. I didn't fix the pr...
by Nightinggale
Sat Sep 09, 2017 6:21 pm
Forum: Ideas and Suggestions
Topic: High performance API for wire signals
Replies: 6
Views: 2695

Re: High performance API for wire signals

All of the "slow" anyone sees is purely because Lua places ease-of-use above performance and as such people write code like above and don't think anything about the performance implications of what it's actually doing. No offense to modders, but somehow I find this extremely likely. My ex...
by Nightinggale
Sat Sep 09, 2017 10:05 am
Forum: Mods
Topic: [MOD 1.1] Loader Redux
Replies: 131
Views: 78300

Re: [MOD 0.15] Loader Redux 1.1.1

Adding power requirements adds severe restrictions. You can end up with a large storage chest from a mod, meaning you can't power from that side. If the side is too wide you can't power from that side either. This leaves the side with the belts, which has limitations as well. The answer to that is t...
by Nightinggale
Fri Sep 08, 2017 6:09 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531725

Re: [MOD 0.14] AAI Programmable Vehicles

Debating Factorio mod support and how the API should be better should not really take place here. For that reason I created a thread in the Ideas and Suggestions subforum. Since it's about a new API, I merged performance with ideas to make wire connections easier to use. This is based on issues with...
by Nightinggale
Fri Sep 08, 2017 5:50 pm
Forum: Ideas and Suggestions
Topic: High performance API for wire signals
Replies: 6
Views: 2695

Re: High performance API for wire signals

Copied from [MOD 0.14] AAI Programmable Vehicles https://forums.factorio.com/viewtopic.php?f=93&t=38475&start=460 Sure there are performance issues regarding adding more signals, but how is performance for one modded combinator vs 5 vanilla ones? Vanilla vs modded combinator speed, I'm not s...
by Nightinggale
Thu Sep 07, 2017 1:16 am
Forum: Ideas and Suggestions
Topic: High performance API for wire signals
Replies: 6
Views: 2695

High performance API for wire signals

TL;DR Add an easy to use API to allow modded structures to read and write wire signals with a performance, which is comparable to vanilla wire signal handling and won't mess up blueprints. What ? When reading the threads for the individual mods, it becomes apparent that wire connections leaves some...
by Nightinggale
Tue Sep 05, 2017 11:39 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531725

Re: [MOD 0.14] AAI Programmable Vehicles

Sure there are performance issues regarding adding more signals, but how is performance for one modded combinator vs 5 vanilla ones? How many vanilla combinators should a modded one replace to break even on performance? The part about performance is often mentioned when it comes to combinators, but ...
by Nightinggale
Tue Sep 05, 2017 5:41 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531725

Re: [MOD 0.14] AAI Programmable Vehicles

1) trigommetric combinator Now that's a great idea. It was likely left out of vanilla due to not really being useful, but with vehicle angles it suddenly quite useful. Not just formation, but also generally calculating angle when manually controlling vehicles, a task where ticks from scan to contro...
by Nightinggale
Fri Aug 18, 2017 3:09 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531725

Re: [MOD 0.14] AAI Programmable Vehicles

"Vehicle Frame Assembler" sounds pretty much like an assembler where an inserter takes the production and places it into a vehicle deployer. The vehicle will then drive out and awaits instructions. I have done that, though the inserter took from a chest and I placed a depot right outside t...
by Nightinggale
Thu Aug 10, 2017 11:37 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531725

Re: [MOD 0.14] AAI Programmable Vehicles

1) You loop the zone? You mean when you loop through a zone. But that will only loop once and then exceed the zone count ... Oh, and then there is no zone output so it resets to one. Clever. While it shouldn't be a problem in this specific case, generally speaking failing to restart a loop shouldn'...

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