Search found 470 matches

by Therax
Mon Jan 27, 2020 7:28 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type
Replies: 14
Views: 6508

Re: [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type

darkfrei wrote:
Fri Jan 24, 2020 6:23 am
You can use adaptive automatic rotation loader's code from https://mods.factorio.com/mod/LoadersAutorotation
Thanks. Miniloaders already has code to snap to adjacent belts which I can trigger during on_configuration_changed as a workaround if Wube decides not to change this behavior.
by Therax
Fri Jan 24, 2020 9:18 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 62689

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

boskid wrote:After a quick prototyping phase, I decided to implement a binary heap with min-property over array.
Out of curiosity, did you evaluate a 4-way d-ary heap? In practice it's usually faster for A-star searches due to better alignment with cache behavior.
by Therax
Thu Jan 23, 2020 9:04 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type
Replies: 14
Views: 6508

[posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type

As in the title. Observe the cluster of miniloaders on the left. Each one is in "input" mode, with the belt on the outside of the cluster. Above the Load Game dialogue you can see the actual state after loading into 0.18.1: the loaders are now in "output" mode, with the same dire...
by Therax
Sun Dec 15, 2019 6:27 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 156553

Re: [MOD 0.16] Miniloader

when i rotate miniloader that have item on it bc it went wrong way i get that error. only i can do is remove it then rebuild it ...but cant rotate it when stuff is in miniloader ( sorry about my english hope you do understand what i m explaining.)is there a fix? https://i.imgur.com/9FafsxA.png What...
by Therax
Fri Dec 06, 2019 7:13 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 44961

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Third, a question to rseding, if you can describe in a nutshell what the difference is between the event-subscriber pattern and the targeter pattern. It sounds like the same, just inverted. Instead of the subscription, the pointer to the target is deleted. Or is this the main difference? I believe ...
by Therax
Tue Dec 03, 2019 10:02 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.79] Incorrect inserter highlighting on large cargo wagon
Replies: 2
Views: 2565

[Rseding91] [0.17.79] Incorrect inserter highlighting on large cargo wagon

badselecthighlight.png Experienced with https://mods.factorio.com/mod/chonky-trains . Above is when the wagon is selected, showing only the center 8 inserters on each side as being able to interact with the wagon. Below is selecting one of the inserters, which shows it is able to insert to the wago...
by Therax
Wed Nov 13, 2019 6:19 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 293840

Re: [MOD 0.17] Xander Mod v3.1.0

repofme1, I thought you may find this interesting, a shot of the map view of my 16.51 xander game. I was trying to get everything train supplied and i stopped about the time my brain melted ;) http://prntscr.com/pr8z3h edit: somewhere around 250 hours of gametime I believe (some of that is AFK time...
by Therax
Tue Nov 05, 2019 9:29 pm
Forum: Modding help
Topic: Non-square non-1x1 inserter giving constant error
Replies: 12
Views: 2786

Re: Non-square non-1x1 inserter giving constant error

Seems like having certain prototypes completely unrelated to the inserter (e.g. data.raw.item-entity) with incorrect collision boxes also cause this error. Weird. Not that weird. As discussed: So taking "s" as the size of the "item-on-ground" entity (plus a floating-point roundi...
by Therax
Sat Nov 02, 2019 5:47 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357036

Re: [MOD 0.17] Industrial Revolution

Suggestion: make Utility Science Pack research depend on Automation 3. This isn't captured by the automatic generation, and I didn't notice that I needed Laser Assemblers for the Optical Controllers. Never mind, I’m actually an idiot. Utility science needs Optical Processors , not Controllers, and ...
by Therax
Fri Nov 01, 2019 12:24 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357036

Re: [MOD 0.17] Industrial Revolution

Suggestion: make Utility Science Pack research depend on Automation 3. This isn't captured by the automatic generation, and I didn't notice that I needed Laser Assemblers for the Optical Controllers. I would also like to second the idea that Utility Science Pack should consume High Capacity Batterie...
by Therax
Mon Oct 21, 2019 9:24 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 293840

Re: [MOD 0.17] Xander Mod v3.0.0

I'm finally back, Glad to see you back! I've been putting a lot of time into educating myself on various industrial processes with the idea of continuing to extend XM2, but the uncertainty of knowing if/when you'd be back and turn the world upside-down again has been a real drain on my motivation. ...
by Therax
Thu Sep 12, 2019 9:54 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 156553

Re: [MOD 0.16] Miniloader

hi! I ran into the uneven loading bug again. This time with a red miniloader that loads a chest from a full blue belt. Rotating the red miniloader twice makes it load at different speeds from the two lanes. This time I checked to have the latest version of miniloader (1.8.3). When trying to trigger...
by Therax
Sat Aug 24, 2019 2:57 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 156553

Re: Unexpected behavior/bug: backlogging although same speed

Impatient wrote:
Sat Aug 24, 2019 3:22 am
Observed behavior != expected behavior: The items on the lower lane of the belt are backlogging. (Rotate the LEFT miniloader, so that it stops unloading onto the belt, to get a clearer view of this behavior, while the belt empties.)
Are you running the latest version (1.8.3)?
by Therax
Fri Aug 23, 2019 5:58 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 111362

Re: Friday Facts #309 - Controversial opinions

Pipes should work like electricity For those who would like to experiment with instant transport pipe networks, there is https://mods.factorio.com/mod/pipelayer. The main reason we're not doing this is that bot movement logic is currently written such that calculations are needed only when somethin...
by Therax
Tue Aug 13, 2019 5:53 pm
Forum: Implemented mod requests
Topic: Add the ability to unset sprites on GUI elements
Replies: 2
Views: 2180

Re: Add the ability to unset sprites on GUI elements

As a note, writing nil to a sprite or sprite-button gives an error. Writing empty string to a sprite clears the element, but writing empty string to a sprite-button does nothing.
by Therax
Fri Aug 09, 2019 9:57 pm
Forum: Implemented mod requests
Topic: Prototype property to stop inserters from "chasing" items
Replies: 17
Views: 9265

Re: Prototype property to stop inserters from "chasing" items

I see, then turning off inserter lane switching and chasing would really help you both implement these features without resorting to performance killing per line scripting. Yes, precisely! It would be an enormous help. Created a new thread to track this, since it seems separate from whatever Bilka ...
by Therax
Fri Aug 09, 2019 9:56 pm
Forum: Modding interface requests
Topic: Prototype property to restrict inserters to pick up from a single lane
Replies: 5
Views: 2569

Prototype property to restrict inserters to pick up from a single lane

Broken off from https://forums.factorio.com/61354 . Here's a strawman proposal for a "single lane only" inserter, set on a per-prototype basis. 1) Add new optional prototype property to inserters: pickup_position_only. Default value is false, and preserves current inserter behavior. To sum...
by Therax
Fri Aug 09, 2019 9:52 pm
Forum: Won't implement
Topic: Fluid box index on assembling machines
Replies: 9
Views: 2595

Re: Fluid box index on assembling machines

This sounds like you should just be creating your own recipe, copied from the base game recipe as appropriate, with the fluidbox index as what you want it to be.
by Therax
Mon Jul 29, 2019 8:19 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 279856

Re: Friday Facts #305 - The Oil Changes

Most people with a problem solving mind, and a mind for how recipes works, as they should have after 10 minutes in the game, will quite easily understand that if the refinery can't push out it's light and heavy oil, it'll stop producing. This should take about 10 seconds of looking at the recipe - ...
by Therax
Mon Jul 29, 2019 8:02 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 279856

Re: Friday Facts #305 - The Oil Changes

PG + Light means the only reason you need AOP is Lubricant - that's a really weak non-high-tech motivator. ... Light only again makes AOP mandatory only because of seemingly low-tech lubricant, and require single-step cracking at the start. I’d like to point out that there’s nothing in game that su...

Go to advanced search