Search found 183 matches

by AngledLuffa
Thu May 09, 2019 9:03 pm
Forum: General discussion
Topic: Image to lamp blueprint converter
Replies: 0
Views: 786

Image to lamp blueprint converter

I built a webpage which converts images to blueprints of lamps. http://angledluffa.com/factorio_lamps It will automatically reduce the image to 90xXX or XXx90 where XX is proportional, unless you specify otherwise. Note that the default number of pixels produces a blueprint of up to 8000 lamps for s...
by AngledLuffa
Thu May 02, 2019 4:53 am
Forum: Not a bug
Topic: [0.17.34] Max wire length appears inconsistent
Replies: 2
Views: 331

Re: [0.17.34] Max wire length appears inconsistent

Thank you, that is a succinct explanation of where my assumptions were false. It even makes sense. Of course the wire can start from the SE corner and stretch to the NW corner, for example, instead of always having to touch the same location on the object. In my defense, the graphics do show them al...
by AngledLuffa
Wed May 01, 2019 3:47 pm
Forum: Not a bug
Topic: [0.17.34] Max wire length appears inconsistent
Replies: 2
Views: 331

[0.17.34] Max wire length appears inconsistent

I laid out a 12x12 grid of lamps and measured how far green wires could stretch between the lamps. One corner could connect to a lamp 10 lamps to the left. It could also connect to a lamp 10 to the left and 1 down, for a length of sqrt(101) = ~10.0499. It could not connect to a lamp 10 to the left a...
by AngledLuffa
Fri Apr 19, 2019 9:54 pm
Forum: Gameplay Help
Topic: How much of the map "exists" without exploring?
Replies: 2
Views: 426

Re: How much of the map "exists" without exploring?

Excellent, thank you!

Found a giant lake which explains why the SE never saw any biters. Everywhere else is two laser turrets deep with flamethrowers sprinkled in, and 1/4th of the wall is just sitting there wondering what the big fuss is about
by AngledLuffa
Thu Apr 18, 2019 8:08 pm
Forum: Gameplay Help
Topic: How much of the map "exists" without exploring?
Replies: 2
Views: 426

How much of the map "exists" without exploring?

I have a reasonably large base (3K SPM) where I haven't fully explored the pollution cloud. I don't want to drastically increase the size of the save file or hurt the UPS. Is it safe to explore the entire pollution cloud without affecting either of those parameters? My guess is yes, but I don't know...
by AngledLuffa
Tue Apr 16, 2019 8:50 pm
Forum: Ideas and Suggestions
Topic: More color options for lamps
Replies: 3
Views: 588

Re: More color options for lamps

That second one is perfect, actually! Would love to see that in the base game.

In fact, it was just updated. Thanks for pointing it out to me.
by AngledLuffa
Tue Apr 16, 2019 5:18 pm
Forum: Ideas and Suggestions
Topic: More color options for lamps
Replies: 3
Views: 588

More color options for lamps

TL;DR Add colors such as Orange or Purple to the signal network and to the colors implemented by lamps. What ? Currently there are 9 color signals: red pink blue cyan green yellow white grey black. However, the last two are not recognized at all by lamps. Furthermore, white has a significantly diff...
by AngledLuffa
Sat Apr 13, 2019 11:30 pm
Forum: Ideas and Suggestions
Topic: [0.17.xx] Toggle Network Bots
Replies: 2
Views: 331

Re: [0.17.xx] Toggle Network Bots

An example of when this would be useful is when you have a large base with roboports to repair the outer wall, but not connected to the main base. If you work on an outpost or even just clear out a forest near the defensive wall, the construction bots in the area will pick stuff up and possibly have...
by AngledLuffa
Wed Apr 10, 2019 6:32 pm
Forum: Modding help
Topic: How to kill all biters, spawners, and worms?
Replies: 4
Views: 406

Re: How to kill all biters, spawners, and worms?

Thanks, that's pretty thorough! I further tested the scanning method with debug output on, and at most it was adding 1ms to the updates. Maybe that's not the worst. It does handle situations like RSO or other mods which change the biter spawning algorithm. Doesn't matter how the biters were spawned ...
by AngledLuffa
Mon Apr 08, 2019 10:16 pm
Forum: Modding help
Topic: How to kill all biters, spawners, and worms?
Replies: 4
Views: 406

Re: How to kill all biters, spawners, and worms?

Update: I tried setting max_probabilities=0.0 for the prototypes in data.raw, and that didn't seem to work either.
by AngledLuffa
Mon Apr 08, 2019 9:41 pm
Forum: Modding help
Topic: How to kill all biters, spawners, and worms?
Replies: 4
Views: 406

How to kill all biters, spawners, and worms?

I'm trying to update BitersBegone after the mod author said she doesn't have time to do so herself. The mod has two pieces: kill all biters on install, and prevent new biters from forming. The old method of killing all biters works fine: for _, surface in pairs(game.surfaces) do for _, entity in pai...
by AngledLuffa
Sat Apr 06, 2019 8:04 pm
Forum: Technical Help
Topic: Couldn't establish network communication with server - 17.25
Replies: 2
Views: 276

Re: Couldn't establish network communication with server - 17.25

I can connect if I convert my game to Steam. Is there a communication issue between steam and non-steam installs in version 17?
by AngledLuffa
Sat Apr 06, 2019 7:16 pm
Forum: Technical Help
Topic: Couldn't establish network communication with server - 17.25
Replies: 2
Views: 276

Couldn't establish network communication with server - 17.25

My friends and I have been trying to play online, but I can't connect to their server. It gives me the error in the title: Couldn't establish network communication with server. In addition, in the public game browser, I'm unable to ping their server. I can play on LAN with other groups, and I can se...
by AngledLuffa
Mon Apr 01, 2019 7:01 pm
Forum: Technical Help
Topic: 0.17.23 Windows Downloads Broken
Replies: 1
Views: 270

Re: 0.17.23 Windows Downloads Broken

Having the same issue. Getting 404 when trying to download.
by AngledLuffa
Tue Mar 26, 2019 4:05 pm
Forum: Releases
Topic: Version 0.17.19
Replies: 22
Views: 9575

Re: Version 0.17.19

So... don't download 17.19?
by AngledLuffa
Sat Mar 16, 2019 5:03 am
Forum: Gameplay Help
Topic: Circuit Network and storing values for accumulator display
Replies: 4
Views: 1916

Re: Circuit Network and storing values for accumulator display

I like it. Way too big, but that's part of the fun :)
by AngledLuffa
Mon Mar 11, 2019 4:54 pm
Forum: General discussion
Topic: Private trains?
Replies: 13
Views: 1872

Re: Private trains?

I carry around a locomotive and a stack of rocket fuel. When I'm done working at one outpost, I use that to get to the next "job site". Generally the traffic disruption isn't too severe for one passenger pulling into a station. If I run out of raw materials while on an expedition, I have a...
by AngledLuffa
Sun Mar 10, 2019 5:17 am
Forum: Gameplay Help
Topic: Circuit Network and storing values for accumulator display
Replies: 4
Views: 1916

Re: Circuit Network and storing values for accumulator display

How to store a value, that will stay same, disregarding of the continious input value? Like, to let CN know that accums are losing charge, I can compare A and B, where A is current charge level and B is a charge level lets say a second ago. If A<B - it is loosing charge. I tried SR latches and memo...
by AngledLuffa
Fri Mar 08, 2019 7:25 pm
Forum: Releases
Topic: Version 0.17.9
Replies: 56
Views: 19558

Re: Version 0.17.9

The train upgrade is very appreciated. I think the pattern of trains that refill outposts which get turned off halfway through the refill is pretty common.
by AngledLuffa
Thu Mar 07, 2019 11:24 pm
Forum: Gameplay Help
Topic: Number of members in a logistic network
Replies: 2
Views: 327

Re: Number of members in a logistic network

Thanks, that's perfect! I hadn't noticed it before.

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