Search found 120 matches
- 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...
- 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...
- 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 "...
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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'...