Search found 640 matches
- Thu May 16, 2024 9:48 pm
- Forum: Modding help
- Topic: steam output power not work
- Replies: 11
- Views: 868
Re: steam output power not work
Items are only the things held in inventory. Right now your new item places the same old engine entity. You need to make a new Entity and change the placement links for it to be different when you place it.
- Thu May 16, 2024 6:28 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
To clarify, are you trying to solve a particular factory production problem, or are you trying to specifically make trains drive in a specific way? LTN is supposed to operate so that consumers only initiate a request when they have space to completely unload the train before it returns to the depot....
- Sun May 05, 2024 2:05 am
- Forum: Modding help
- Topic: Vetoing the pipette tool
- Replies: 5
- Views: 626
Re: Vetoing the pipette tool
There are a bunch of ways to preempt or diasble pipetting, both via prototype flags and via scripts. Look at some of my mods for ways to do it! They also handle blueprintable/not blueprintable items. https://mods.factorio.com/mod/MultipleUnitTrainControl (change MU setting to "Basic", put ...
- Tue Apr 30, 2024 5:28 am
- Forum: Modding help
- Topic: Dropdown for int-setting with text description?
- Replies: 2
- Views: 320
Re: Dropdown for int-setting with text description?
Make a table with strings as keys and numbers as values, then index it with the string value of the setting to get the corresponding number.
Mapping = {one=1,["number two"]=2}
Mapping["one"] == 1
Mapping = {one=1,["number two"]=2}
Mapping["one"] == 1
- Tue Apr 02, 2024 3:43 pm
- Forum: Technical Help
- Topic: New Gamer PC, poor factorio performance
- Replies: 10
- Views: 1468
Re: New Gamer PC, poor factorio performance
Note that some benchmarkers have found the Vcache on the X3D chips doesn't help Factorio performance much if the map is too big for the important bits to fit in the cache. At that point the bottleneck is raw latency to the DDR memory same as a normal processor.
- Sat Mar 30, 2024 7:48 pm
- Forum: Modding help
- Topic: What am I missing? Lua API
- Replies: 4
- Views: 599
Re: What am I missing? Lua API
It doesn't match the error given, but the code you ran won't work anyways. On_load is only allowed to read variables, not alter the game state by creating entities. On_load runs when you load a savegame, and the simulation is supposed to be unaware of whether it has been saved and loaded or just kep...
- Sun Mar 24, 2024 2:54 pm
- Forum: This Forum
- Topic: Please make the forum search support underscored words
- Replies: 4
- Views: 1776
Re: Please make the forum search support underscored words
Wow, even putting it in quotes doesn't help. +1
- Fri Mar 22, 2024 7:15 pm
- Forum: Ideas and Suggestions
- Topic: Skip mod loading
- Replies: 5
- Views: 715
Re: Skip mod loading
In FFF 391 they at least show 2.0 will add access to the mod manager if there is a mod loading error. It would be great if there were a shortcut to invoke this before loading at all. https://www.factorio.com/blog/post/fff-391
- Fri Mar 22, 2024 5:03 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 27377
Re: Friday Facts #403 - Train stops 2.0
About the problem on how to refuel a stuck train on a water-bridge... Why not just giving bridges emergency-solar-panels which allow them to power trains so they can drive at 5 km/h maximum speed while on the bridge until they are on solid ground again? Almost nobody talks about the ability to coup...
- Fri Mar 15, 2024 5:02 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33778
Re: Friday Facts #402 - Lightspeed circuits
[ I'm also quite curious how the "light speed crafting" was implemented. As I've thought about the issue of crafting more than one item per tick before. And my thoughts were to just use 2 fixed point integers. One for the crafting progress per tick, and the other being the current progres...
- Thu Mar 14, 2024 12:04 am
- Forum: Modding discussion
- Topic: Extract Industrial IoT data to learn
- Replies: 4
- Views: 846
Re: Extract Industrial IoT data to learn
It may even be possible to use a Lua combinator mod like https://mods.factorio.com/mod/Moon_Logic to call https://lua-api.factorio.com/latest/classes/LuaGameScript.html#write_file to log circuit values, at least as a prototype. Qon's idea 9f having tagged value logger combinators so everything ends ...
- Wed Mar 13, 2024 5:28 pm
- Forum: Ideas and Suggestions
- Topic: Demand Statistics
- Replies: 7
- Views: 1076
Re: Demand Statistics
I am currently running a rather large space exploration world so it has become almost impossible to manage supply and demand of all my intermediate products. Trying to use the production/consumption statistics isn't that useful as consumption will almost always match production when in steady state...
- Tue Mar 12, 2024 3:27 pm
- Forum: Modding discussion
- Topic: Extract Industrial IoT data to learn
- Replies: 4
- Views: 846
Re: Extract Industrial IoT data to learn
This is an interesting topic. I'm not totally clear what all the data you are looking for is. Are you trying to log data over time while running a map in the game, so you can plot it afterwards? Can you list what exactly you are trying to log, so we can identify sources for each piece? Some of the d...
- Thu Mar 07, 2024 7:06 pm
- Forum: Technical Help
- Topic: [1.1.104] - Space Exploration [0.6.125], AAI industry [0.5.22], Space Exploration Postprocess [0.6.28] don't load
- Replies: 1
- Views: 833
Re: [1.1.104] - Space Exploration [0.6.125], AAI industry [0.5.22], Space Exploration Postprocess [0.6.28] don't load
This was posted on the SE discord: https://discord.com/channels/419526714721566720/1213471586913493012 In that case it was caused by Bob's Character Classes. The solution was to either uninstall that mod, or change the contents: > Open bobs classes mod, open `/bobclasses/prototypes/character.lua#L6`...
- Thu Feb 22, 2024 4:18 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 136
- Views: 33368
Re: Friday Facts #392 - Parametrised blueprints
We've always wanted a blueprint editor, why not make one instead? If you want to quickly replace filters, IE replace a filter of a green circuit for a red, click a filter in the blueprint, it should pop up as always. Change it, and it should say do you want to replace all filters with the same reci...
- Fri Feb 02, 2024 9:42 pm
- Forum: Ideas and Suggestions
- Topic: Automatically / optionally update mods and exit
- Replies: 9
- Views: 1198
Re: Automatically / optionally update mods and exit
Thankfully, the ability to open the mod manager before ever starting the game is being added to 2.0
https://factorio.com/blog/post/fff-391
https://factorio.com/blog/post/fff-391
- Wed Jan 24, 2024 2:22 am
- Forum: Ideas and Requests For Mods
- Topic: Breadboards for circuit network combinators
- Replies: 3
- Views: 566
Re: Breadboards for circuit network combinators
I haven't tried it myself, but does https://mods.factorio.com/mod/compaktcircuit resemble what you are thinking?
- Tue Jan 23, 2024 6:04 pm
- Forum: Modding discussion
- Topic: Is there (or has there been) any development or interest in more advanced circuit components?
- Replies: 1
- Views: 496
Re: Is there (or has there been) any development or interest in more advanced circuit components?
The suggestions you gave are already present or trivial with vanilla combinators, if I understand you correctly. There are several mods that add new features, like the Filter Combinator, Stack Combinator, and several multipurpose programmable combinators like fCPU. There is even the Compact Circuits...
- Tue Jan 23, 2024 4:24 pm
- Forum: Gameplay Help
- Topic: Logic network long(ish) expressions
- Replies: 33
- Views: 3782
Re: Logic network long(ish) expressions
The issue is that I no longer get a value of 4 to signal that the train should leave because one of the values cancels out and is not included. I think I can use the everything wild card though. If I say everything must be greater than 0 then if the value doesn't exist the train can still leave. Th...
- Mon Jan 22, 2024 1:51 pm
- Forum: Ideas and Suggestions
- Topic: Add a way to have null fields in game.table_to_json() function
- Replies: 3
- Views: 562
Re: Add a way to have null fields in game.table_to_json() function
I should have thought of this first. You can use the existing util.merge function in the Factorio core Lualib:
util.merge({defaults, input})
util.merge({defaults, input})