Weerry eenteresting!
Sounds like I have some experimenting to do.
Search found 549 matches
- 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
- 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...
- 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....
- 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?
- 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,...
- 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...
- 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 ...
- 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...
- 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
- 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...
- 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)
Just need to dream-right-click those ghosts and they're gone, problem solvedske 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?
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...