Search found 325 matches

by Nidan
Sun Jul 20, 2025 11:44 am
Forum: Gameplay Help
Topic: Parameterised Blueprints - count of ingredient 1 of item 1
Replies: 2
Views: 121

Re: Parameterised Blueprints - count of ingredient 1 of item 1

Substitute N with the parameter you want, i.e. p0_i1, p0_i2, p0_i3 for your blueprint. (Single letters like n, m, o, ... or x, y, z are often used as placeholders in mathematics or tech adjacent fields.)
by Nidan
Thu Jul 17, 2025 1:33 am
Forum: Combinator Creations
Topic: Automatic asteroids balancer
Replies: 3
Views: 364

Re: Automatic asteroids balancer


Insane ! Thank you really much @Tertius !
It's really simple and small, and thanks for the explanations I've understood almost everything, just the EACH trick is a bit hazy for me to understand, I'm thinking this acts like a filter to choose the correct recipe ?

Picking the correct recipe is the ...
by Nidan
Sun Jul 13, 2025 10:17 pm
Forum: Resolved for the next release
Topic: [2.0.7] Failed to load mod "space-age": Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1
Replies: 19
Views: 3110

Re: [2.0.7] Failed to load mod "space-age": Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1

The filesystem type is likely irrelevant. Also, the space-age mod doesn't come as a .zip, instead the unpacked version can be found in "<factorio-root>/data/space-age".
Considering there's a file named "data/space-age/migrations/aquilo-tilesets.json" in my install and "." as the first character in a ...
by Nidan
Sat Jul 05, 2025 3:00 pm
Forum: Gameplay Help
Topic: Average Asteroid Frequency
Replies: 5
Views: 3934

Re: Average Asteroid Frequency



So uhm. What is m in the y axis?

I thought meter or minute, but I can't really use that to figure out how many rockets would I need per minute.


That's meters, see the x-axis, which corresponds to the total length of the route.


The x axis is route length, yes; but that doesn't tell us ...
by Nidan
Fri Jul 04, 2025 3:56 pm
Forum: Gameplay Help
Topic: Reactor network setup
Replies: 34
Views: 2575

Re: Reactor network setup

Since you explicitly asked about grammar (my changes/corrections are marked)

I don't like it because a temperature sensor gives someone experience in reading equipment and maintaining a power budget based off that.
There's a reason why I'm point I'm pointing at a solution with one combinator and ...
by Nidan
Tue Jul 01, 2025 6:34 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 613
Views: 398371

Re: Thank you (Make the dev-team happy today!)

DocLegendary wrote: Mon Jun 30, 2025 9:29 pm One humble request: Please make the Space Age OST available to purchase as well, it is amazing!
It is available, at least on steam.
by Nidan
Tue Jun 24, 2025 6:44 am
Forum: Gameplay Help
Topic: how to setup space platform station conditions combinations
Replies: 6
Views: 514

Re: how to setup space platform station conditions combinations


You can just select "all requests satisfied".

That wouldn't help with the (cryogenic plant fulfilled || concrete == 0) part.


You could put the common parts into the schedule and implement the remainder (or anything that becomes unwieldy in disjunctive normal form) in combinators, e.g ...
by Nidan
Thu Jun 19, 2025 11:49 am
Forum: Technical Help
Topic: Non-blocking saves?
Replies: 16
Views: 5110

Re: Non-blocking saves?

No, that article talks about copy on write for copying files, i.e. instead of actually copying the file, both old and new are set up to share the same data on disk. What factorio needs is a way of duplicating its process without having to also duplicate all the memory associated to it.
by Nidan
Tue Jun 10, 2025 2:13 pm
Forum: Duplicates
Topic: 2.0.55 - Force unload (0/0 setting) doesnt respect force unload location
Replies: 6
Views: 681

Re: 2.0.55 - Force unload (0/0 setting) doesnt respect force unload location

You could turn things around and instead request barrels on Nauvis' landing pad.
by Nidan
Sun Jun 08, 2025 12:35 pm
Forum: Not a bug
Topic: [2.0.55] Heavy oil output per second estimation of coal liquefaction is incorrect when using productivity
Replies: 2
Views: 541

Re: [2.0.55] Heavy oil output per second estimation of coal liquefaction is incorrect when using productivity

The productivity bonus only applies to 65 heavy oil (90 output - 25 input). When you take this catalyst into account, the numbers will match:
90 Heavy Oil/Craft / 5 second/Craft * 0.55 craft speed * (1 + 0.3 prod bonus * (90-25)/90 output without catalyst) = 12.045 Heavy Oil/second

Not a Bug.
by Nidan
Fri Jun 06, 2025 2:06 am
Forum: Gameplay Help
Topic: Need your help to optimize a buffer zone
Replies: 15
Views: 1401

Re: Need your help to optimize a buffer zone

Does a combined madzuri loader & unloader suffice? If not, why?
by Nidan
Thu Jun 05, 2025 10:56 pm
Forum: Duplicates
Topic: [Kovarex] [2.0.52] parameter formulas produce erroneous results in parameterized blueprints
Replies: 3
Views: 909

Re: [Kovarex] [2.0.52] parameter formulas produce erroneous results in parameterized blueprints

Not a Bug


The kind of blueprint I'm making is a very common one in various guides online, youtube videos, etc. I've made these before in my previous playthroughs. I put a machine down with P0 as recipe and P0 on the storage chest, then requester chest asks for 1 coal, 2 copper, 3 iron etc, then I ...
by Nidan
Sat May 31, 2025 1:08 pm
Forum: Ideas and Suggestions
Topic: Random Number on Selector Combinator
Replies: 31
Views: 2966

Re: Random Number on Selector Combinator


Then there is a "tempering matrice" applied, to this 3rd number, this i recognized as the 3 operations similar to the LSBR
This part :
y = x ^ (x >> u);
y = y ^ ((y << s) & b);
y = y ^ ((y << t) & c);
z = y ^ (y >> l);
Which i felt """confident""" doing in a "loop". Because to turn the last ...
by Nidan
Sat May 31, 2025 10:30 am
Forum: Ideas and Suggestions
Topic: Random Number on Selector Combinator
Replies: 31
Views: 2966

Re: Random Number on Selector Combinator



Regarding singed vs. unsigned, for most operations the arithmetic combinator supports you don't have to do anything special (That's why two's complement is nowadays the only relevant representation for negative integers.), only division, modulus and right shift(*) are different. Out of these ...
by Nidan
Tue May 27, 2025 1:56 am
Forum: Ideas and Suggestions
Topic: Random Number on Selector Combinator
Replies: 31
Views: 2966

Re: Random Number on Selector Combinator


but then I was looking at the wikipedia page to try and see if there was a chance i could make one in game, https://en.wikipedia.org/wiki/Mersenne_Twister. and I could see the n=624 in the C code, but then for other values like "a" "b" "c" and Umask and Lmask, the values are in hexadecimal, and ...
by Nidan
Mon May 26, 2025 1:50 pm
Forum: Resolved Requests
Topic: GameViewSettings slightly incorrect defaults
Replies: 4
Views: 727

Re: GameViewSettings slightly incorrect defaults

Like PennyJim, I'd list the value that takes priority first. In addition, I'd avoid "and" and "or", lest someone attempts to evaluate the expression. How about "Value of `default_show_value` if set, `true` otherwise"?
by Nidan
Mon May 26, 2025 9:37 am
Forum: Off topic
Topic: AI Insights trong Factorio
Replies: 1
Views: 2095

Re: AI Insights trong Factorio

Just to make sure: Which kind of AI? Generative AI which became a big topic in the recent years (example keywords: ChatGPT, LLM), or decades old game AI (for controlling NPCs, enemies, ...)?

Both are, of course, not intelligent but apply some algorithms to their input data. Regarding game AI, I'd ...
by Nidan
Fri May 09, 2025 12:26 am
Forum: Duplicates
Topic: [2.0.47] Decider combinator thinks negative number greater than 0
Replies: 2
Views: 351

Re: [2.0.47] Decider combinator thinks negative number greater than 0

Not a Bug, as per the discussion following this post .

Outputting Anything when the condition is not using Each will output a single signal out of the input signals. In particular, Anything will pick the first input signal in some game defined order that roughly resembles the order the items appear ...
by Nidan
Thu May 08, 2025 6:57 am
Forum: Show your Creations
Topic: Combinator cookbook 2.0
Replies: 50
Views: 16942

Re: Combinator cookbook 2.0

coffee-factorio wrote: Thu May 08, 2025 4:22 am
Tertius wrote: Thu Dec 19, 2024 7:56 pm
Tertius' setup gives the pairwise minima min(Each[red], Each[green]), the selector combinator min(all input signals). Calling both operations minimum is perfectly fine. You just need to be precise and indicate which of them is meant, if there's risk of confusion.
by Nidan
Fri Apr 25, 2025 1:52 am
Forum: Combinator Creations
Topic: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
Replies: 21
Views: 3325

Re: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]



The question is, what is it supposed to do? Validating something without a goal to validate against is … difficult.
This =>

I then tried to make a program that would count up to 314 and restart for a few hours.

Where "few hours" is time spent trying, not the amount of time the program is ...

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