Search found 485 matches

by SoShootMe
Wed May 08, 2024 12:00 pm
Forum: Ideas and Suggestions
Topic: New Research - Drone Charging Speed
Replies: 22
Views: 721

Re: New Research - Drone Charging Speed

I briefly scrolled through these replies, and I don’t believe anyone has brought it up yet, so I’m just dropping in to remind you all: Higher quality robots will have larger batter capacity, and higher quality roboports will have an increased charge speed Both of these bonuses will be determined by...
by SoShootMe
Tue May 07, 2024 7:01 pm
Forum: Ideas and Suggestions
Topic: New Research - Drone Charging Speed
Replies: 22
Views: 721

Re: New Research - Drone Charging Speed

The quicker the bot, the faster it discharges, while the charging time remains constant => with a constant logibot number, the quicker they are, the more one has to add roboports until it becomes impractical. For a given cargo size, if you ignore the 3kW drain (which is reasonable after the first f...
by SoShootMe
Sun May 05, 2024 9:53 am
Forum: Ideas and Suggestions
Topic: Train Schedules - Drag and Drop
Replies: 6
Views: 340

Re: Train Schedules - Drag and Drop

[A reason for wanting to be able to move conditions between schedule entries]: The source of the ore has been depleted. You have already established a new source. And you don't want to waste time setting train schedule conditions. I think a better solution for that case is to be able to change the ...
by SoShootMe
Sun May 05, 2024 9:20 am
Forum: Ideas and Suggestions
Topic: Train Schedules - Drag and Drop
Replies: 6
Views: 340

Re: Train Schedules - Drag and Drop

You can reorder entries within the schedule and conditions within an entry by dragging the textured area immediately left of the delete button ('x'). The only thing you mentioned that you can't do is move conditions between stations, but you haven't given any benefit for this (I've never felt a need...
by SoShootMe
Sun Apr 28, 2024 1:53 pm
Forum: Gameplay Help
Topic: Train blueprints
Replies: 10
Views: 541

Re: Train blueprints

Tertius wrote:
Sun Apr 28, 2024 12:35 pm
I created a little (silent) video how creating a 2 track blueprint series could be approached and be made to match each other.
Nice one, that demonstrates the "trick" I was trying to describe but better than words probably ever could :).
by SoShootMe
Sun Apr 28, 2024 1:47 pm
Forum: Assigned
Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
Replies: 9
Views: 936

Re: [1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed

Actually, maybe the Linux guys will correct me, but there doesn’t seem to be any official way to detect your process has been killed due to OOM. So this whole thing would go into “not a bug”. Maybe: https://stackoverflow.com/questions/7180970/return-code-when-oom-killer-kills-a-process What could s...
by SoShootMe
Sun Apr 28, 2024 9:14 am
Forum: Duplicates
Topic: [1.1.107] Existing Blueprint - Select New Items for Blueprint - Saves even when not confirmed.
Replies: 2
Views: 167

Re: [1.1.107] Existing Blueprint - Select New Items for Blueprint - Saves even when not confirmed.

There's an explanation from a developer for the behaviour here. TL;DR: it's intentional but pragmatic rather than ideal.
by SoShootMe
Sun Apr 28, 2024 6:58 am
Forum: Gameplay Help
Topic: Train blueprints
Replies: 10
Views: 541

Re: Train blueprints

First of all, since it hasn't been mentioned: I recommend working in editor mode (/editor), with lab tiles so there are no obstructions. If you don't want to align to the chunk grid, I think the main "trick" to getting alignment is to build on top of and/or next to existing pieces that you...
by SoShootMe
Sat Apr 27, 2024 10:23 am
Forum: Bug Reports
Topic: [1.1.107] Blueprint library cloud sync gets deleted on fresh factorio install
Replies: 8
Views: 1128

Re: [1.1.107] Blueprint library cloud sync gets deleted on fresh factorio install

Hopefully you have access to a steam deck, but if not I've listed major details of my install that may or may not be bug related. I did something very similar to what you described, with the same outcome, when moving from one Windows PC to another. So I don't think the problem is OS-specific and Lo...
by SoShootMe
Sat Apr 20, 2024 2:51 pm
Forum: Implemented in 2.0
Topic: Upgrade planner for no module to module
Replies: 17
Views: 14977

Re: Upgrade planner for no module to module

I can't work out why this is under Modding interface requests (it's a suggestion) or in Implemented for 2.0 (maybe I missed it)...
by SoShootMe
Sun Apr 14, 2024 8:16 am
Forum: Duplicates
Topic: Voiding fuel result when picking up entity/equipment
Replies: 2
Views: 205

Re: Voiding fuel result when picking up entity/equipment

See viewtopic.php?f=28&t=91653, which started as an identical bug report and within a merged topic you will find https://mods.factorio.com/mod/sw-recover-burnt-result.
by SoShootMe
Sun Apr 14, 2024 8:00 am
Forum: Technical Help
Topic: Py Question : Calling upon the Factorio Lords...
Replies: 1
Views: 173

Re: Py Question : Calling upon the Factorio Lords...

"Py" in the context of Factorio suggests Pyanodon's mods so it's probably a good idea to rename this topic. (I'm also not sure it belongs in Technical help, but that's something for the moderators to deal with.) I think your approach can't work because Factorio doesn't seem to use stdin/st...
by SoShootMe
Fri Apr 12, 2024 5:11 pm
Forum: Minor issues
Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
Replies: 10
Views: 2107

Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave

So clicks are queued, but releasing shift isn't queued? I'm sure I've come across input APIs where modifier keys generate no events so must be tested when the event (eg mouse button down) is processed, which sounds like may be the case in Factorio. In any case I've seen the same effect in numerous ...
by SoShootMe
Thu Mar 21, 2024 8:17 am
Forum: Gameplay Help
Topic: Yellow Science - Raw Requirements
Replies: 7
Views: 700

Re: Yellow Science - Raw Requirements

I understand the process you describe but I'm not sure why you would first calculate the crude oil requirements from the heavy oil, then calculate the Petro from that crude oil and then find the crude oil for the remaining balance at the .975 ratio. As Khagan wrote, it's usually the case that petro...
by SoShootMe
Wed Mar 20, 2024 8:37 am
Forum: Gameplay Help
Topic: Yellow Science - Raw Requirements
Replies: 7
Views: 700

Re: Yellow Science - Raw Requirements

Petroleum: 101 2/3 Heavy oil: 5 This is correct. PE = (.85 + .125(1-X/25)) CO This is also correct, but tells you how much petroleum gas you can get per crude oil when you use X heavy oil per AOP craft , which isn't what you want to calculate. Not a general approach but in this case, you can calcul...
by SoShootMe
Tue Mar 05, 2024 5:44 pm
Forum: Ideas and Suggestions
Topic: record Planet names inside blueprints
Replies: 5
Views: 423

Re: record Planet names inside blueprints

Illiander42 wrote:
Tue Mar 05, 2024 3:54 pm
+1 for getting examples of the new blueprint formatting before release.
Agreed, but a spec is worth an infinity of example blueprints.
by SoShootMe
Sun Mar 03, 2024 1:58 am
Forum: Ideas and Suggestions
Topic: Player Logistics
Replies: 5
Views: 423

Re: Player Logistics

I would like to propose a new way to deal with the player's logistical requests. Could an identical copy of the crafting window be made? where each item would appear as it is investigated and would be set to (0 - infinity) by default. The catch is that the crafting window shows things you can (poss...
by SoShootMe
Fri Feb 23, 2024 7:29 am
Forum: Bug Reports
Topic: [1.1.104] Priority Splitter producing gaps with full input
Replies: 8
Views: 967

Re: [1.1.104] Priority Splitter producing gaps with full input

You seem to expect that splitters move items from the left lane to the right lane, if the left lane isn't full and the right lane is. I think you have misunderstood. The unexpected behaviour is that the right lane of the splitter's right input has no gaps, but the right lane of its prioritised (lef...
by SoShootMe
Thu Feb 08, 2024 4:41 pm
Forum: Modding help
Topic: Print resistances of all enemy types
Replies: 5
Views: 368

Re: Print resistances of all enemy types

There's also --dump-data (see Command line parameters ). Definitely useful in general, but dumping all of data.raw seems a bit excessive in this particular case where the OP is interested only in one particular property of a subset of the game's prototypes. I agree it is overkill, but the output wi...
by SoShootMe
Thu Feb 08, 2024 3:45 pm
Forum: Modding help
Topic: Print resistances of all enemy types
Replies: 5
Views: 368

Re: Print resistances of all enemy types

Pi-C wrote:
Thu Feb 08, 2024 1:47 pm
Potential drawback: Mods that modify resistances in data-final-fixes.lua after your mod is done could falsify your results.
Instrument mode allows an instrument-after-data.lua that is guaranteed to run last.

There's also --dump-data (see Command line parameters).

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