Search found 183 matches

by AngledLuffa
Thu Mar 07, 2019 4:45 am
Forum: Gameplay Help
Topic: Number of members in a logistic network
Replies: 2
Views: 327

Number of members in a logistic network

Is there a way to get the number of members in a logistic network into a circuit? I would like to resupply far off bases with construction bots when the biters destroy some of the bots.
by AngledLuffa
Sun Mar 03, 2019 7:56 pm
Forum: Ideas and Suggestions
Topic: Wires on belt don't stop the belt
Replies: 10
Views: 1084

Wires on belt don't stop the belt

TL;DR Please make it so that installing a wire on a belt doesn't stop it by default. What ? When installing a new circuit wire on a belt, the belt temporarily stops. This is an unnecessary disruption. Why ? If reading the belt is the desired function, the belt will have temporarily stopped and caus...
by AngledLuffa
Sat Mar 02, 2019 7:06 am
Forum: Releases
Topic: Version 0.17.4
Replies: 54
Views: 22455

Re: Version 0.17.4

I'm still sad I cannot have a shortcut for my deconstruct planner anymore You can put a deconstruction planner in one of your toolbelt hotkeys and then put it in your inventory. Pressing Q seems to erase a blank planner and remove it from your hotkeys, which is suboptimal. Weirdly, deleting the dec...
by AngledLuffa
Fri Mar 01, 2019 6:38 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 29981

Re: Friday Facts #284 - 0.17 experimental

Congratulations on the new version and its quickly shrinking bug list! The new graphics are great.

I have greatly enjoyed starting over on an extra-hard deathworld and trying to build while at the same time piling dead biters to the top of my walls.
by AngledLuffa
Tue Feb 26, 2019 11:27 pm
Forum: Duplicates
Topic: [0.17.1] Minor mod update interface bug
Replies: 2
Views: 303

[0.17.1] Minor mod update interface bug

If you click on one of the mods when it is downloading several mods, and then it updates a mod it is currently downloading, the previously selected mod turns blank.
clickme
clickme
by AngledLuffa
Sat Feb 23, 2019 6:01 pm
Forum: General discussion
Topic: Image to light pole converter?
Replies: 2
Views: 527

Re: Image to light pole converter?

That's pretty sweet. Thanks for linking it! Also sounds like it's not really practical, sadly. Maybe single images would work well, though
by AngledLuffa
Sat Feb 23, 2019 4:26 am
Forum: General discussion
Topic: Image to light pole converter?
Replies: 2
Views: 527

Image to light pole converter?

Having seen the glory that is miditorio for converting music to factorio blueprints (I now have a blueprint for Baby Shark and a separate blueprint that waits 3 minutes to play Baby Shark for ... reasons), I got to wondering, is there a similar converter that takes images or videos and converts them...
by AngledLuffa
Thu Feb 14, 2019 8:26 am
Forum: Modding help
Topic: How to get modules stored in a beacon from the console?
Replies: 6
Views: 533

Re: How to get modules stored in a beacon from the console?

Because prototypes are data phase. You are doing runtime scripting. These two phases of modding the game have completely separate lua apis.
Makes sense, I think - one is the definitions, the other is the actual objects. Thanks!
by AngledLuffa
Thu Feb 14, 2019 7:48 am
Forum: Gameplay Help
Topic: Train signaling of hexagon cornor intersection
Replies: 9
Views: 1635

Re: Train signaling of hexagon cornor intersection

This post confused me abit, until i realized it´s probably meant as a response to "make the whole intersection one block". Yes, sorry, I was lazy and didn't quote. If an intersection is one entire block, I expect two trains going in opposite directions to interfere with each other, even i...
by AngledLuffa
Thu Feb 14, 2019 6:46 am
Forum: Modding help
Topic: How to get modules stored in a beacon from the console?
Replies: 6
Views: 533

Re: How to get modules stored in a beacon from the console?

As an added bonus (and for posterity) here is a script which marks red all accumulators with more than half their charge. Best used when the other accumulators in the base are half used so that only the unattached accumulators are marked. /c local entity="accum" local surface=game.player.s...
by AngledLuffa
Thu Feb 14, 2019 6:07 am
Forum: Modding help
Topic: How to get modules stored in a beacon from the console?
Replies: 6
Views: 533

Re: How to get modules stored in a beacon from the console?

Yep, spam marks to map, write down which train stations they are near, reload, go fix. Thanks! Wasn't sure where to find the inventory. I haven't figured out why it doesn't show up in the Entity description here: https://wiki.factorio.com/Prototype/Beacon However, the method you linked works great: ...
by AngledLuffa
Thu Feb 14, 2019 3:38 am
Forum: Modding help
Topic: How to get modules stored in a beacon from the console?
Replies: 6
Views: 533

How to get modules stored in a beacon from the console?

I'd like to iterate over the beacons in my base to alert me to any that don't have any modules stored in them. However, looking at the specification for the beacon, I don't see any place to query the modules it has. https://wiki.factorio.com/Prototype/Beacon If I get a Beacon object in the console, ...
by AngledLuffa
Thu Feb 14, 2019 1:29 am
Forum: Gameplay Help
Topic: Train signaling of hexagon cornor intersection
Replies: 9
Views: 1635

Re: Train signaling of hexagon cornor intersection

The trains plan ahead quite a bit, so you'll see trains stopping because of a train going the other direction that isn't interfering at all. Slows down the transit time significantly if they have to brake and the accelerate again.
by AngledLuffa
Wed Feb 13, 2019 10:46 pm
Forum: Gameplay Help
Topic: Need help with lamp indicator
Replies: 2
Views: 357

Re: Need help with lamp indicator

This sounds overly complicated, but at a high level you can break it down into several component parts and combine them all into one giant circuit. For example, you start with a chain of deciders which check if the value is 0, <= 10, <= 20, ..., <= 90, < 100, 100. Then you can build a circuit which ...
by AngledLuffa
Thu Feb 07, 2019 2:32 am
Forum: Gameplay Help
Topic: Train signaling of hexagon cornor intersection
Replies: 9
Views: 1635

Re: Train signaling of hexagon cornor intersection

As a general principle, the reason the spots you marked don't need signals is there's no way to fit two trains into those spots. For example, if a train is on the southernmost track going west to southeast, because there are no signals there, the trains going from north to southeast and from west to...
by AngledLuffa
Tue Feb 05, 2019 2:29 am
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 67
Views: 9023

Re: Dynamic train schedule

When all your trains rush to a station, after the first one arrives if the others have a path to another station they should reroute at the next signal. This doesn't always happen unless you disable the station. If the station is still active, other trains will wait if the next station is far enoug...
by AngledLuffa
Fri Feb 01, 2019 7:31 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 43615

Re: Friday Facts #280 - Visual Feedback is the king

The improvements to the train GUI look great! Looking forward to playing with them.

I'm also glad to hear conditional stops are on your radar, even if not implemented this patch. Either "go if" or "skip if" would be very powerful.
by AngledLuffa
Wed Jan 30, 2019 8:43 pm
Forum: Gameplay Help
Topic: Sandbox mode - place or delete blueprints
Replies: 3
Views: 732

Re: Sandbox mode - place or delete blueprints

Thanks, I'll check out Creative Mod
by AngledLuffa
Mon Jan 28, 2019 8:06 pm
Forum: Ideas and Suggestions
Topic: Make Pumps report amount pumped to the circuit network
Replies: 3
Views: 395

Make Pumps report amount pumped to the circuit network

TL;DR Make the Pump objects report fluid transferred in the same way belts do What ? When connecting belts to the circuit network, you can measure how much is traveling. This is useful for things such as measuring how much has been pushed total in the course of a few minutes, for example. It would ...
by AngledLuffa
Sat Jan 26, 2019 6:45 am
Forum: Gameplay Help
Topic: UPS friendly green chips?
Replies: 17
Views: 3052

Re: UPS friendly green chips?

I built a couple blue chip factories to compare, and the results are pretty biased in favor of bots. The bot based layout ran 1,000,000 ticks in 49s, and the belt based layout took 147s. I would say that there is probably some optimization to be done in both of the layouts, but in some ways they're ...

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