Search found 549 matches

by golfmiketango
Thu Jan 25, 2018 8:58 am
Forum: Ideas and Suggestions
Topic: For smart-ish trains: how about a "repathing chain signal"
Replies: 3
Views: 1276

Re: For smart-ish trains: how about a "repathing chain signal"

Weerry eenteresting!

Sounds like I have some experimenting to do.
by golfmiketango
Thu Jan 25, 2018 8:30 am
Forum: Modding help
Topic: mp atomicity advice?
Replies: 11
Views: 1969

mp atomicity advice?

Is there any official (or conventional) "best practice" I can follow if I want a mutex or lock of some kind, to muck around with the "global" global, or something hanging off of it, atomically? For example (not my actual use-case) if I am making some kind of custom per-player mon...
by golfmiketango
Thu Jan 25, 2018 8:02 am
Forum: Won't implement
Topic: blueprint setup change notification
Replies: 4
Views: 1178

Re: blueprint setup change notification

Hmmm... even so I suspect my game plan is not kosher and will at best require some retooling. Not that I expected to get it right this fast, I'm still mostly bumbling around trying to figure out what all the knobs and buttons are for....
by golfmiketango
Thu Jan 25, 2018 5:45 am
Forum: Won't implement
Topic: blueprint setup change notification
Replies: 4
Views: 1178

Re: blueprint setup change notification

Does that mean that if i manipulate the blueprint_to_setup stack before then, I'm risking desyncs in mp?
by golfmiketango
Thu Jan 25, 2018 4:51 am
Forum: Won't implement
Topic: blueprint setup change notification
Replies: 4
Views: 1178

blueprint setup change notification

I'd really appreciate being able to know when the user has messed around with the blueprint in the blueprint setup gui, so I can enforce certain rules and/or take action accordingly. An event like "on_player_changed_blueprint_in_setup_ui" would get me most of the way there*. Pretty please,...
by golfmiketango
Mon Jan 22, 2018 8:42 am
Forum: Gameplay Help
Topic: Circuit delaying
Replies: 5
Views: 2885

Re: Circuit delaying

Pretty sure DaveMcW's thing above is a fairly advanced solution to a different question than the one you're actually intending to ask. If you want to count the amount of time a circuit network didn't change, you can break the question into two questions: "how can I count ticks between pulses&qu...
by golfmiketango
Sat Jan 20, 2018 10:25 pm
Forum: Not a bug
Topic: [0.16.16] Requester Chests requests grouped weirdly
Replies: 3
Views: 1783

Re: [0.16.16] Requester Chests requests grouped weirdly

This is the type of thing where bots are not so OP. You're in black-art territory here. I realize this is a bug report, but were it a post to a "help me play factorio" thread, my only real advice would have been to futz around with things to try and fine tune things like this. Since, in a ...
by golfmiketango
Sat Jan 20, 2018 9:01 pm
Forum: Won't fix.
Topic: [16.16] Lab speed bonus multiplies with module bonuses instead of adding to it
Replies: 7
Views: 3519

Re: [0.16.16] 2245% Lab speed

Pretty sure those numbers are right and expected. Starting with the normal lab. Speed (1 - 2 x 0.15) x (1 + 2.5) = 0.7 x 3.5 = 2.45 = +145% The - 2 x 0.15 comes from the 2 productivity lvl 3 modules. The + 2.5 comes from +250% lab research speed bonus. For the beaconed lab the calculation is (1 - 2...
by golfmiketango
Fri Jan 19, 2018 10:21 pm
Forum: General discussion
Topic: What's this "thing"
Replies: 6
Views: 3327

Re: What's this "thing"

I'm having trouble understanding. You guys need to work on your factoridiction. yukyukyukyukyuk
by golfmiketango
Fri Jan 19, 2018 6:15 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 96771

Re: Combinator Contraptions

Hi there, I'm new to factorio and looked at the signal delayer 2.0... I tried to reproduce the thing but the screen wiring to not match the diagram and if I do exactly what the flow chart shows, I can't get it to work. Do you have any example/blueprint I could use of this one? Or maybe something di...
by golfmiketango
Fri Jan 19, 2018 5:24 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 383767

Re: Friday Facts #225 - Bots versus belts (part 2)

ske wrote:The emptiest barrels have the loudest sound or how to obtain a Pareto efficient solution while the ghosts of past errors haunt you in your dreams?
Just need to dream-right-click those ghosts and they're gone, problem solved :P
by golfmiketango
Tue Jan 16, 2018 9:34 pm
Forum: Modding help
Topic: Blueprint trickery: advice wanted
Replies: 3
Views: 1053

Re: Blueprint trickery: advice wanted

Are you sure simple-entity-with-owners are not blueprintable? AFAIK for an entity to be blueprintable it has to have an item that places the entity, so make sure these always exist. This must be it. I don't want the user to see the item so I never created one. The constant combinator idea had occur...
by golfmiketango
Tue Jan 16, 2018 8:41 pm
Forum: Gameplay Help
Topic: Need help with Combinator Setup
Replies: 7
Views: 3009

Re: Need help with Combinator Setup

Some people call that the "bad latch". I recommend finding ways not to use it, it is more trouble than it's worth most of the time due the tendency of that construct to go "berzerk," flickering like crazy forever. Never had a problem with it yet. Do you have any recommendations ...
by golfmiketango
Tue Jan 16, 2018 7:32 pm
Forum: Modding help
Topic: Blueprint trickery: advice wanted
Replies: 3
Views: 1053

Blueprint trickery: advice wanted

I'm looking to create a "zone" effect. User story I'm trying to implement looks like so: Player selects my modded blueprint item and does setup like a normal blueprint. Player orders construction of setup-up modded blueprint. Items in the blueprint are placed normally, but also, some intan...
by golfmiketango
Tue Jan 16, 2018 8:20 am
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 609209

Re: Accumulator / Solar panel ratio

https://wiki.factorio.com/Power_production#Optimal_ratio I'm not sure if steinio was kidding, but FTR that's based on a pretty crude algebraic model of power consumption with no spikes and no other power sources. If your game is more complex than that (it is, trust me) then it becomes murkier. To r...
by golfmiketango
Tue Jan 16, 2018 7:05 am
Forum: Gameplay Help
Topic: Buffer chests supplying requester chests
Replies: 8
Views: 2047

Re: Buffer chests supplying requester chests

I believe the intended behavior is that requesters maintain the same priority, they just also request from buffer chests if you let them. This was my original assumption as well. But the way my bug report was so confidently dismissed by Rseding91... I had a moment of doubt. Now that I see that they...
by golfmiketango
Tue Jan 16, 2018 2:01 am
Forum: General discussion
Topic: Legacy Train Station Names
Replies: 5
Views: 2870

Re: Legacy Train Station Names

It was there as an initiative and reward for backers to support the game at a higher level. So you are saying that basically, they are rewarding some players by annoying some other players. Obviously, they need respect. But not something like this... Personally I would prefer it only be used for th...
by golfmiketango
Mon Jan 15, 2018 9:39 pm
Forum: Ideas and Suggestions
Topic: For smart-ish trains: how about a "repathing chain signal"
Replies: 3
Views: 1276

For smart-ish trains: how about a "repathing chain signal"

Here's an idea that I believe could really open up a lot of possibilities to implement things with trains intuitively that currently require the creation of dummy stations and artificial hacks to manipulate the game-engine: a repathing chain signal. Just like a regular chain signal, but every train ...
by golfmiketango
Mon Jan 15, 2018 9:02 pm
Forum: Ideas and Suggestions
Topic: Constant Combinator for Locomotive
Replies: 16
Views: 9089

Re: Constant Combinator for Locomotive

I have a dream about implementing logistic outpost proxies and I have the loading part all worked out so I can request arbitrary precise quantities of stuff to be loaded into a train. But without running a wire out there, I am kind of stuck. How does the train communicate the needs of the outpost b...
by golfmiketango
Mon Jan 15, 2018 11:11 am
Forum: Duplicates
Topic: Circuit network rounds down causing pumps to stop too soon
Replies: 7
Views: 2331

Re: Circuit network rounds down causing pumps to stop too soon

That's never going to be accepted as a bug because it's working as designed. Unlike many other software bug reporting fora, this one maintains a strict separation between bug reports (where the game is glitching out) and feature requests (where the game works right, but you want them to make "r...

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