Search found 640 matches
- Fri Jul 26, 2024 2:09 pm
- Forum: Modding help
- Topic: Editing effects of every module
- Replies: 5
- Views: 336
Re: Editing effects of every module
1) The x table in the loop may not actually be linked to the table in data.raw. At the end of your for loop, try adding the line data.raw.module[k]=x 2) Since you want to edit stats of existing prototypes, try changing your filename from data.lua to data-final-fixes.lua . That way it will run after ...
- Sat Jul 20, 2024 12:19 am
- Forum: General discussion
- Topic: Bad Cargo Wagon Performance in Vanilla
- Replies: 3
- Views: 619
Re: Bad Cargo Wagon Performance in Vanilla
FYI the performance penalty for cargo wagons comes from the fact that they can have slot filters applied. Even if you didn't use any filtered slots, the game has to double check every time something is inserted. So the main advantage of a new type of chest would be that it would have slot filters di...
- Mon Jul 15, 2024 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Improve bot deconstruction
- Replies: 1
- Views: 275
Re: Improve bot deconstruction
This is only a problem early in bot production/speed research, when you probably should focus on expanding rather than optimizing. Also, I have a habit of rotating/removing the input material belts before deconstructing a module, so the assemblers can work through whatever is left on the belts to re...
- Mon Jul 15, 2024 6:40 pm
- Forum: Ideas and Suggestions
- Topic: Geometric Combinators
- Replies: 2
- Views: 301
Re: Geometric Combinators
This is an interesting proposal. I was about to comment that it would be simpler to make your own power series approximation than to look up/remember how the fixed-point trig combinator works, but then remember that while squaring is easy, cubing with combinators is hard/impossible (with the Any sig...
- Sun Jul 14, 2024 8:21 pm
- Forum: Modding interface requests
- Topic: fluid burnt result
- Replies: 5
- Views: 485
Re: fluid burnt result
The Condenser Turbines in Space Exploration implement this with an assembler prototype and some awkward intermediate items and scripts. It would be a lot simpler if it were part of the engine.
- Sat Jul 13, 2024 4:10 pm
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 686
Re: Mod loading order confusion
I guess the only other solution is to mark it incompatible in your mod
- Thu Jul 11, 2024 11:53 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 67473
Re: Friday Facts #416 - Fluids 2.0
I for one am not concerned that the new pipes might change the meta for perfectly optimized bases. Long distance pipelines are used in reality precisely because they are higher capacity and cheaper than tank trains. Fluid wagons will be plenty useful for places where pipes are too annoying to lay, g...
- Wed Jul 10, 2024 9:10 pm
- Forum: Ideas and Suggestions
- Topic: Train Schedule Condition on Signal Matching Train ID
- Replies: 3
- Views: 440
Re: Train Schedule Condition on Signal Matching Train ID
It would actually be trivial to do with a combinator blueprint. Each train waits for a "green" signal to be received (in an interrupt or otherwise), and each depot stop sends its "T" train ID to a separate decider combinator on e.g. individual green wires. All the combinators als...
- Wed Jul 10, 2024 7:07 pm
- Forum: Ideas and Suggestions
- Topic: Make shortcut bar more resilient to mod loading and unloading
- Replies: 29
- Views: 7195
Re: Make shortcut bar more resilient to mod loading and unloading
+2
I bumped this in 2022 and I'm doing it again because I get weekly questions from mod users looking for a control that we moved to a shortcut.
Shortcuts are an awesome feature with amazing modding potential but become useless unless you keep every modpack in a separate folder.
I bumped this in 2022 and I'm doing it again because I get weekly questions from mod users looking for a control that we moved to a shortcut.
Shortcuts are an awesome feature with amazing modding potential but become useless unless you keep every modpack in a separate folder.
- Wed Jul 10, 2024 6:29 pm
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 686
Re: Mod loading order confusion
It looks all the mods without dependencies present are done first, then the dependent mods are done, probably in tiers. Honestly it might be time to retire support for SchallTransportGroup. I went along with because it didn't seem to hurt anything, but Schallfake insisting that every other mod add a...
- Tue Jul 09, 2024 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Train Schedule Condition on Signal Matching Train ID
- Replies: 3
- Views: 440
Re: Train Schedule Condition on Signal Matching Train ID
My initial reaction is that I dislike anything that depends in train ID. Train IDs change whenever the wagons in it change, or one gets destroyed, or it goes through a SE space elevator or other surface teleportation, etc. In your example, why is it important that the personal trains have the same s...
- Tue Jul 09, 2024 3:33 pm
- Forum: Logistic Train Network
- Topic: What about half-full cancelled trains?
- Replies: 1
- Views: 244
Re: What about half-full cancelled trains?
In my LTN build I made every depot unload the trains to active provider chests. The inactivity condition on the depot schedule prevents the train from leaving until it is fully empty. This is normally a rare occurrence. Why are your deliveries being cancelled? Do they time out during unloading? The ...
- Tue Jul 09, 2024 3:28 pm
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 2083
Re: Limit the number of a direct dependencies per mod
If you read about https://mods.factorio.com/mod/sparkletrons-terraformers-final you see why these other mods are needed. Apparently they can be used to improve performance of other mods! :) :idea: That mod itself explains that it is a terrible hack and has not been tested to ensure all the dependen...
- Tue May 28, 2024 12:18 pm
- Forum: Fixed for 2.0
- Topic: [1.1.107] Desync when using request_to_generate_chunks
- Replies: 15
- Views: 5778
Re: [1.1.107] Desync when using request_to_generate_chunks
No idea what might be the cause, but can I suggest you attach a factorio.log from each of the machines? It includes some information on the computer hardware. Unless you already tried running different operating systems on the same machine, it's possible the difference is related to the hardware rat...
- Sat May 18, 2024 8:06 pm
- Forum: Modding help
- Topic: steam output power not work
- Replies: 11
- Views: 868
Re: steam output power not work
There's a bunch of typos "engin" "engines", you're copying the entity twice instead if the item and the entity, the last one "steament" doesn't use the table.copy function at all. and a bunch of parameters that don't apply to the respective item/recipe/entity. Please go...
- Sat May 18, 2024 7:00 pm
- Forum: Modding help
- Topic: steam output power not work
- Replies: 11
- Views: 868
Re: steam output power not work
Yeah, the second one. That should get you close enough to start seeing results in the game!
- Sat May 18, 2024 5:50 pm
- Forum: Modding help
- Topic: steam output power not work
- Replies: 11
- Views: 868
Re: steam output power not work
1. You still need all the code you already had, which was correct. steamrecipe should stay the same, and you add a new section for e.g. steamentity 2. What I wrote was correct. Items are stored in data.raw.item, but entities are stored in many different categories, like data.raw.armor and data.raw[&...
- Sat May 18, 2024 4:27 pm
- Forum: Modding help
- Topic: steam output power not work
- Replies: 11
- Views: 868
Re: steam output power not work
The entity for the steam engine is stored in `data.raw.generator["steam-engine"]` and the prototype parameters for the generator entity can be found in the documentation at https://lua-api.factorio.com/latest/prototypes/GeneratorPrototype.html Do another copy.deepcopy of the entity entry, ...
- Fri May 17, 2024 2:02 am
- Forum: Logistic Train Network
- Topic: Attempting to Implement Round Robin Schuelder Via LTN
- Replies: 6
- Views: 847
Re: Attempting to Implement Round Robin Schuelder Via LTN
Then I guess what's the actual problem? If the built-in timer priority (Fifo) isn't good enough, use the circuit priority to override it however you like. As long as you arrange it so trains empty completely at each requester, you don't need a separate network for each resource.
- Thu May 16, 2024 10:21 pm
- Forum: Logistic Train Network
- Topic: Attempting to Implement Round Robin Schuelder Via LTN
- Replies: 6
- Views: 847
Re: Attempting to Implement Round Robin Schuelder Via LTN
"Always have enough" isn't the only answer. You can also let the belts back up until materials reach everywhere and the output runs again. But that can take a while and result in cyclic operation. How about making the LTN station priority dynamically controlled by a timer, so that stations...