Search found 640 matches

by robot256
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 ...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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.
by robot256
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 :cry:
by robot256
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...
by robot256
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...
by robot256
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.
by robot256
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...
by robot256
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...
by robot256
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 ...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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!
by robot256
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[&...
by robot256
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, ...
by robot256
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.
by robot256
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...

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