Search found 158 matches
- Sat Jun 10, 2017 9:55 am
- Forum: Ideas and Suggestions
- Topic: More Network Cable Color
- Replies: 2
- Views: 910
Re: More Network Cable Color
I too wanted more colored cable when I started playing with the circuit network. However, after learning various concepts of computer science I became aware that you can actually send an enormous amount of data down a single cable (there's over 200 odd signal types). I try to make standards to follo...
- Sat Jun 10, 2017 8:01 am
- Forum: Ideas and Suggestions
- Topic: multithread
- Replies: 19
- Views: 9914
Re: multithread
As far as I can see it with my monitoring tools (CPU,RAM,GPU) there is no component that is being used more than 50% while running factorio. The reason it appears as though no component is using more than 50% is because Factorio (for the most part) runs on a single thread. So if you have a multicor...
- Wed May 31, 2017 2:47 am
- Forum: Combinator Creations
- Topic: Combinator Display - Need help with theory
- Replies: 1
- Views: 1890
Combinator Display - Need help with theory
So I am making a display which is going to give me a visual output on certain outposts within my world. The display cycles through different outposts from OreType 1-10 and gives me the number of trains currently running, total ore remaining under the patch and the mining rate/min for each outpost. I...
- Tue May 30, 2017 5:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.16] [Harkonnen] Signal order inconsistency
- Replies: 3
- Views: 1401
Re: [0.15.16] Signal order inconsistency
Signals are actually sorted in descending order of value, not by their positions in the list; the list also IIRC doesn't reflect the internal ordering of the signals. You are correct that the highest value will always be displayed first, however when signals of equal value are present it usually go...
- Tue May 30, 2017 4:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.16] [Harkonnen] Signal order inconsistency
- Replies: 3
- Views: 1401
[0.15.16] [Harkonnen] Signal order inconsistency
Very minor, but thought worth reporting regardless. Signals usually show on power poles in the order that they appear in the signal selection screen. I noticed however that the lamp signal is appearing at the end of the list on the power pole despite being before the end of the list in the signal se...
- Mon May 29, 2017 4:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.16] Lamps hold light/color incorrectly
- Replies: 1
- Views: 1879
[Twinsen] [0.15.16] Lamps hold light/color incorrectly
Lamps are holding colored light even if the activation signal is removed. The gif below should display what I mean.
- Tue Apr 04, 2017 12:44 pm
- Forum: News
- Topic: Friday Facts #184 - Five years of Factorio
- Replies: 87
- Views: 43015
Re: Friday Facts #184 - Five years of Factorio
Saves on large maps even in vanilla are annoyingly slow. Mod free on a 3.7Ghz Xeon E5 and a Samsung 850 Pro SSD 2 minute autosaves become insanely aggravating. Even if it only takes 5 seconds (which is not uncommon for me on very large maps) it becomes like a regular 2 minute jolt that just rips yo...
- Sat Mar 11, 2017 9:28 am
- Forum: Combinator Creations
- Topic: Combinator Display Build
- Replies: 6
- Views: 19354
Re: Combinator Display Build
Me, about 200 hours in, "I bet I could make an 8bit display"... *quick google* ... "Bloody Xeteth" But seriously tho, this is cool :) Might give it a shot anyhow I'm not entirely sure this original build even works anymore since there was a change to how decider combinators work...
- Fri Feb 17, 2017 8:39 am
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52567
Re: Friday Facts #177 - Difficulty settings
Thanks for the reply. I'm more talking about weaknesses in the game, such as the ones I listed in my post. How is an improved train GUI for eg. something not all players would want? It's already in the game and it clearly has weaknesses, such as not listing train names. How is improving the GUI in ...
- Sat Feb 04, 2017 11:34 am
- Forum: Ideas and Suggestions
- Topic: Efficiency of entities that have no power.
- Replies: 37
- Views: 9648
Re: Efficiency of entities that have no power.
"Powering down" things is one of the worse ways you can stop a factory. Simply not giving it any resources to consume/use is the ideal way. The problem is: "powering down" an entity means the normal update logic on the entity can't run because there's no power to do things like ...
- Fri Jan 27, 2017 11:39 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 41563
Re: Friday Facts #175 - Programmable Speaker
Always love hearing about new circuit network features. I think the speaker is a great addition - it will allow the player to create very specific and custom alerts for various things, giving us an idea of any issues straight away rather than us finding it many hours down the track. Looking forward ...
- Sat Jan 21, 2017 7:52 am
- Forum: Not a bug
- Topic: [14.21]Blueprint carries ghost signal
- Replies: 5
- Views: 1755
Re: [14.21]Blueprint carries ghost signal
I agree with this. See also viewtopic.php?f=48&t=37061 which is closely related to this issue.DaveMcW wrote:Manual request yes.
Circuit network requests no.
- Sat Jan 21, 2017 4:53 am
- Forum: News
- Topic: Friday Facts #174 - Mod gui
- Replies: 81
- Views: 34676
Re: Friday Facts #174 - Mod gui
Love the coloured Train Stops! Can I put in a request for Twinsen to do a FFF soon on upcoming 0.15 circuit network/combinator additions and changes? I have many ideas planned combinator-wise and would love to hear exactly what come out of the development proposal thread (https://forums.factorio.com...
- Mon Jan 09, 2017 5:37 am
- Forum: General discussion
- Topic: The sad state of circuit logic
- Replies: 73
- Views: 27671
Re: The sad state of circuit logic
-Another thing I've wanted to make, but haven't dared attempt: A smart assembly block. That is, a Requestor chest connected to some inserters and other chests and a Furnace, Chemical plant, and Assembly machine 3. Which be controlled by the circuit network so that: I could make a request for some n...
- Tue Dec 13, 2016 2:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
- Replies: 31
- Views: 17266
Re: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
I decided that it is not worth it, as we want to keep the automatic copper cable connections. Does this mean you will not be supporting power switch connections? We support them, just not in the blueprint. The poles next to the power switch would still connect, so it would be quite useless overall....
- Sun Nov 27, 2016 1:20 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302637
Re: [MOD 0.14] SmartTrains 1.1.6
I got a pullrequest that changes the Destination # signal to output the number that is setup in the mapping if the train at the station is set to use the mapping (and a mapping for that station exists). Is anybody using this feature at all and how bad will this change break existing setups? Current...
- Sat Nov 12, 2016 5:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.20] Requester chest wire & BP issue
- Replies: 3
- Views: 2771
Re: [0.14.20] Requester chest wire & BP issue
From the games perspective the existing chest is not identical to the ghost chest as it has a filter, so it can not work as an anchor for the other parts in the blueprint. I don't think there is a functional difference if the filter is circuit based or set manually. I therefore would consider this ...
- Sat Nov 12, 2016 3:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.20] Requester chest wire & BP issue
- Replies: 3
- Views: 2771
[0.14.20] Requester chest wire & BP issue
I'm currently setting up a dynamic factory that is fully controlled by the circuit network. I've found an issue where wires to requester chests do not carry correctly under certain circumstances. How to reproduce: 1. Wire a constant combinator to a requester and set the requester to "Set reques...
- Wed Oct 19, 2016 4:41 pm
- Forum: General discussion
- Topic: Why are Constant Combinators unpowered?
- Replies: 4
- Views: 1924
Re: Why are Constant Combinators unpowered?
If they were powered it would greatly simplify circuit design through use of a Power Switch . I assume you mean you want essentially an automated way of turning them on or off? If so this can be achieved by using the decider combinator - wire the constant combinator into it as well as the trigger s...
- Mon Oct 17, 2016 6:16 pm
- Forum: Balancing
- Topic: Biter Mechanics and Rail/Powerlines
- Replies: 10
- Views: 7200
Biter Mechanics and Rail/Powerlines
The purpose of this post is to bring light to a mechanic change in the game which has had fairly significant (and I believe unintended ) consequences to the game. I find this issue to be rather game-breaking so much so that it's really holding me back from actually playing the game. How could such a...