Search found 238 matches
- Tue Feb 14, 2023 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Option to not spawn the shipwreck in Freeplay mode
- Replies: 3
- Views: 833
- Fri Feb 03, 2023 11:24 pm
- Forum: Development Proposals
- Topic: Nintendo Switch version feedback
- Replies: 72
- Views: 26808
Re: Nintendo Switch version feedback
You're running out of memory. Sounds like the map got larger than what the switch can handle.
- Tue Jan 24, 2023 7:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] failing to load player-data after save (infrequent)
- Replies: 20
- Views: 5106
Re: [1.1.74] failing to load player-data after save (infrequent)
I think I found one piece of the puzzle, at least for some linux users: When using a fresh install, the state of the non-blocking saving option toggles whether the save-name in player-data.json will be clean or garbage. I don't think this is the actual cause, since non-blocking saving can't explain ...
- Tue Jan 17, 2023 10:18 am
- Forum: Gameplay Help
- Topic: Train inventory logic
- Replies: 7
- Views: 1371
Re: [1.1.74 ]Train inventory logic
Inserters act as soon as the train in front of them arrives, but signals take one tick per combinator to propagate. You need to make sure the inserters are disabled while the station is empty. Train stops can read the id of the stopped train (default signal T). If T == 0, the station is empty.
- Tue Jan 17, 2023 1:09 am
- Forum: Technical Help
- Topic: Loading worlds from before 0.18?
- Replies: 10
- Views: 1388
Re: Loading worlds from before 0.18?
1.0 is essentially a continuation of the 0.18 branch, that's why there's no 0.18 version archived. During the beta, I recall factorio being able to load games up to two versions older that itself, but that being cut to one version for 1.0. My current 1.1.76 claims to be able to load games with versi...
- Wed Jan 04, 2023 10:10 pm
- Forum: Combinator Creations
- Topic: Find the intersection of two signals (or chests items)
- Replies: 4
- Views: 1370
Re: Find the intersection of two signals (or chests items)
Here are the blueprints I have for filtering. The first three I found in a blueprint book somewhere, the last two are my adaptions for the filtering signal being boolean (0/1). All use 5 to 7 combinators and 2 ticks. 0eNrtXF1vm0gU/SuIp7YLFTPAQKw00m5X+1R1pWq1u1ITWRhPklH5sGBI1qr833cAx2CHjxkbYxzz0hSDLz...
- Wed Jan 04, 2023 9:37 pm
- Forum: Combinator Creations
- Topic: Signal Sorter
- Replies: 6
- Views: 2021
Re: Signal Sorter
Power pole plus lamp screams output, but a description in plain English is always useful, so we can get a better idea what a circuit does from just reading the post and not having to try it out ingame. As examples: Adds signal I to the output indicating that this is the I th lowest number. Signals t...
- Mon Jan 02, 2023 8:52 pm
- Forum: Ideas and Suggestions
- Topic: Unification of prototype definition formats like ItemIngredientPrototype
- Replies: 11
- Views: 1570
Re: Unification of prototype definition formats like ItemIngredientPrototype
Would normalizing the short forms into the fully specified forms after the execution of each data*.lua be an option? What exactly do you mean by "after the execution of each data*.lua"? Even if all prototype attributes were normalized at the end of a data stage, you couldn't trust that th...
- Mon Jan 02, 2023 1:55 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] failing to load player-data after save (infrequent)
- Replies: 20
- Views: 5106
Re: [1.1.74] failing to load player-data after save (infrequent)
: $; cat save-names.log "save-name": "�lK\u0006\u0000\u0000\u0000\u0000a��/�H�`O-1c" "save-name": "�\u0003�\u0006\u0000\u0000\u0000\u0000�HR�\u001a��oO-1c" "save-name": "�\n�\u0005\u0000\u0000\u0000\u0000��]����FO-1c" "save-name"...
- Sun Jan 01, 2023 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Unification of prototype definition formats like ItemIngredientPrototype
- Replies: 11
- Views: 1570
Re: Unification of prototype definition formats like ItemIngredientPrototype
Would normalizing the short forms into the fully specified forms after the execution of each data*.lua be an option?
Or, as alternative, providing utility functions for these normalizations, so mods can rely on a single known-good implementation instead of having to reinvent the wheel?
Or, as alternative, providing utility functions for these normalizations, so mods can rely on a single known-good implementation instead of having to reinvent the wheel?
- Sun Dec 25, 2022 2:41 pm
- Forum: General discussion
- Topic: This Game is surprising awesome again and again
- Replies: 2
- Views: 1110
Re: This Game is surprising awesome again and again
Factoring in the productivity bonus, this ends up being 2.8 belts of wire.Edit: One thing I'll say is that 1 copper produces 2 wire, so if you fully utilize one belt of copper, you should be getting two belts of wire.
- Fri Dec 23, 2022 1:37 pm
- Forum: Ideas and Suggestions
- Topic: "Perfect" solution for circuit network system
- Replies: 13
- Views: 2598
Re: "Perfect" solution for circuit network system
⚙︎ Combinators shouldn't require current and circuit_wire_max_distance should be 28 for all wireable entities. It's annoying to build extra poles just to connect rather close standing entities and it might cause failures because you don't see always very good if an wired entity is connected with a ...
- Fri Dec 23, 2022 8:07 am
- Forum: Not a bug
- Topic: Picking from underground belt input screws up the belt
- Replies: 9
- Views: 1307
Re: Picking from underground belt input screws up the belt
I do believe this must be a race between threads, once again, assuming belts and inserters run on separate threads! Factorio is fully deterministic. Any given situation will always result in the same outcome, regardless of how fast or slow the users computer is. If there were any races or unchecked...
- Sun Dec 11, 2022 5:16 am
- Forum: General discussion
- Topic: Accurate belt segment measurements
- Replies: 9
- Views: 6411
Re: Accurate belt segment measurements
Inserters to belts behavior depends on belt orientation and it being fixed in 1.1.73 prompted me to do some extensive inserter to belt testing. While I can confirm there are no longer orientation based inconsistencies, some results still strike me as odd. Inserter drop positions (slots until the be...
- Fri Dec 09, 2022 6:10 am
- Forum: Not a bug
- Topic: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, cannon)
- Replies: 3
- Views: 960
Re: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, can
Out of curiosity, how do robots take fire damage? At first glance, I'd sort fire into the non-targeted group, but bots certainly burn when flying over fire.
- Mon Dec 05, 2022 11:18 am
- Forum: Gameplay Help
- Topic: Train loaders that shouldn't work
- Replies: 13
- Views: 2283
Re: Train loaders that shouldn't work
In addition to what Tertius wrote: When putting items on a belt, the gap needed at the insertion point doesn't need to be large enough to fit a whole item. Items already on the belt will be pushed back or held in place until there's proper spacing again. Thus, as long as the outer inserters can remo...
- Tue Nov 29, 2022 6:50 am
- Forum: Gameplay Help
- Topic: Occasionally not detecting full fluid wagon
- Replies: 10
- Views: 1719
Re: Occasionally not detecting full fluid wagon
Try changing the condition to "> 24999". Remember the and circuit network round up. Missing a word there? Circuit network rounds down, unless it's a fluid in (0, 1], which is rounded up (to 1). Most, if not all, other displays round normally. So, even if the wagon is at 24999.999 and every...
- Mon Nov 28, 2022 9:35 am
- Forum: Gameplay Help
- Topic: Coal liquefaction statistics
- Replies: 8
- Views: 1751
Re: Coal liquefaction statistics
Kovarex process can use productivity modules again since 0.17.0 (see https://wiki.factorio.com/Kovarex_enric ... ss#History) and is the reason the catalyst system was introduced.JimBarracus wrote: ↑Mon Nov 28, 2022 9:01 amThats also the reason why production modules are disabled for Covarex.
- Fri Nov 25, 2022 1:59 pm
- Forum: Modding interface requests
- Topic: Script create_entity with fast_replace should replace belts between undergrounds
- Replies: 5
- Views: 1493
Re: Script create_entity with fast_replace should replace belts between undergrounds
I’m not sure, if those belts can be removed in any case without breaking something. :) That doesn't matter. When manually placing the second underground belt, factorio will remove the belts in between, if they go in the same direction as the underground belt. OP is asking for the same action but tr...
- Mon Nov 21, 2022 5:51 pm
- Forum: Implemented mod requests
- Topic: Ship machine readable API information
- Replies: 15
- Views: 3713