Search found 28 matches
- Thu Feb 02, 2023 1:18 pm
- Forum: Resolved Problems and Bugs
- Topic: Keybinding issues (when remapping keys in OS)
- Replies: 33
- Views: 17461
Re: Keybinding issues (when remapping keys in OS)
If you really need to keep scan code processing, can we at least please have some config file option (or better yet, a menu item), to specify which scancodes are treated as which modifiers? I'm guessing the same issue will happen if someone remaps their Alt or Shift keys.
- Thu Feb 02, 2023 1:10 pm
- Forum: Resolved Problems and Bugs
- Topic: Keybinding issues (when remapping keys in OS)
- Replies: 33
- Views: 17461
Re: Keybinding issues (when remapping keys in OS)
Issues to solve: Handle remapped modifier keys. and if you map some non-modifier key as extra modifier (eg. you map Caps Lock as the third Control), it won't work. So here we are, nearly 4 years after this issue was reported by the developers themselves after introducing it by themselves, and it's ...
- Sun Aug 23, 2020 9:53 pm
- Forum: Modding help
- Topic: How to get item positions on a transport-belt?
- Replies: 3
- Views: 1289
How to get item positions on a transport-belt?
I would like to know the precise positions of items held by a transport belt's lane. I couldn't find any appropriate method in LuaTransportLine, except can_insert_at(), which is a very indirect way of finding where the items might be placed. It also doesn't say what items there are. Using the LuaTra...
- Sat Aug 22, 2020 3:50 pm
- Forum: Gameplay Help
- Topic: Need description of inserter pick-up algorithm
- Replies: 1
- Views: 792
Need description of inserter pick-up algorithm
Hi, I'm looking for a comprehensive explanation of the pick-up algorithm (i.e. how do inserters decide which lanes to pick things up from, when do they switch the lane during pick-up and why, and what's causing them to slow down and why). I think the current behaviour is slightly crazy: when a belt ...
- Sat Aug 22, 2020 3:46 pm
- Forum: Balancing
- Topic: Inserters with lower stack limit should be slower
- Replies: 1
- Views: 1383
Inserters with lower stack limit should be slower
It turns out that a stack inserter with a stack limit of 11 fills up a chest faster than one with a stack limit of 12 when picking items from a fully compressed belt (with both lanes full). I don't think that should be the case. Can someone explain why this happens? Is it a bug or a feature? Here's ...
- Thu May 03, 2018 11:39 pm
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 76094
Re: Speed modules are sometimes more efficient than Efficiencies
Furnaces seem immune from this issue as they only have 2 slots, so Eff3s will actually (probably) always make sense in them. Eff3 as far as I can tell -never- makes sense Ahh yes, of course, it's much better to put Eff2 in furnaces than Eff3. What I meant there by "always makes sense" was...
- Thu May 03, 2018 11:30 pm
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 76094
Re: Speed modules are sometimes more efficient than Efficiencies
Nope! If you use prod3 modules in buildings, then adding beacons does improve energy efficiency. EDIT: sometimes.dood wrote: As soon as you start using beacons, you have officially foregone energy efficiency anyway and it's all about effectivity at that point so this doesn't matter.
- Thu May 03, 2018 9:33 pm
- Forum: Won't fix.
- Topic: [0.16.36] Rounding error with modules?
- Replies: 11
- Views: 4208
Re: [0.16.36] Rounding error with modules?
OK, but can you please let me know what's the actual power it's consuming? I'm doing some other calculations that rely on this. Thanks!
- Thu May 03, 2018 4:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [for 0.17] [0.16.36] Assembling Machine 1 beacon affection inconsistent
- Replies: 1
- Views: 3359
[Rseding91] [for 0.17] [0.16.36] Assembling Machine 1 beacon affection inconsistent
The wiki at https://wiki.factorio.com/Beacon#Limitations says that Assembling Machine 1s should be affected by Beacons, however that's not the case. Has it been changed? If so, in what version? I can't seem to find it in the changelog. There is a slight indication that it maybe should or used to wor...
- Wed May 02, 2018 2:57 pm
- Forum: Won't fix.
- Topic: [0.16.36] Rounding error with modules?
- Replies: 11
- Views: 4208
Re: [0.16.36] Rounding error with modules?
I call floor(41.999) an "improper rounding" of that number :-) Especially when the result is 41.9. That's definitely incorrect, even for a floor :-)
- Wed May 02, 2018 1:50 pm
- Forum: General discussion
- Topic: Why use Beacons?
- Replies: 17
- Views: 36072
Re: Why use Beacons?
you can save some power by efficiency beaconing the rocket silo. Surprising, but true! I've done some analysis: Case 1: You're going for efficiency only, don't care about resource usage (really?): the most power-efficient setup is 3x eff3s, 1x spd3 in the rocket silo and no beacons Case 2: You're p...
- Tue May 01, 2018 8:47 pm
- Forum: Won't fix.
- Topic: [0.16.36] Rounding error with modules?
- Replies: 11
- Views: 4208
Re: [0.16.36] Rounding error with modules?
What's more bizarre, is that the game is perfectly capable of displaying fractions there, BUT DISPLAYS THEM WRONG! For instance if you max out Efficiency modules to get the -80% energy bonus, the game shows "41.9 kW", instead of 210 * 20% = 42! This particular example smells like it's tryi...
- Tue May 01, 2018 7:03 pm
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 76094
Re: Speed modules are sometimes more efficient than Efficiencies
Actually, another place where using eff3 modules can make sense is for assemblers 3 which are producing recipes which cannot use productivity modules. It appears you get the highest efficiency when using 3x eff3 + 1x speed3 and no beacons. But there may exist an even better setup, I haven't actually...
- Tue May 01, 2018 6:13 pm
- Forum: Won't fix.
- Topic: [0.16.36] Rounding error with modules?
- Replies: 11
- Views: 4208
[0.16.36] Rounding error with modules?
Hi, I wanted to point out an assembler 3 with 2x speed3 modules is showing up energy consumption of 504 kW (correctly), but as soon as you add a 3rd speed3 module (or more), it seems to lose a kW. With 3x speed3 it should be using 210 * (1 + 3 * 70%) = 651 kW, but the info box (shown when you hover ...
- Tue May 01, 2018 1:03 pm
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 76094
Re: Speed modules are sometimes more efficient than Efficiencies
Here you are with a topic about furnaces (electric vs steel), and the benefits of Eff modules, wrapped in a poll : https://forums.factorio.com/viewtopic.php?f=5&t=51805. Oh wow, yeah, that's a great example of Efficiencies being sometimes useful. Electric furnaces don't actually work with my ex...
- Tue May 01, 2018 12:09 pm
- Forum: Balancing
- Topic: [0.15.1] Productivity modules & intermediate products
- Replies: 7
- Views: 4141
Re: [0.15.1] Productivity modules & intermediate products
Agreed, the "intermediate products" are now quite confusing. They have their own "Tab" in the item list, implying all items there should be "intermediate", but not all of them are. The "can only be used in other recipes" definition is not quite correct either,...
- Tue May 01, 2018 10:56 am
- Forum: General discussion
- Topic: Why use Beacons?
- Replies: 17
- Views: 36072
Re: Why use Beacons?
Also, with the new nuclear plants, power is not a problem, so I ignore the efficiency modules. I thought about it a bit: https://forums.factorio.com/viewtopic.php?f=16&t=59989 . It turns out, if power or pollution IS a problem, then Efficiency modules are sometimes actually worse than Speed one...
- Tue May 01, 2018 10:41 am
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 76094
Re: Speed modules are sometimes more efficient than Efficiencies
There are quite a few topics with tests and math on modules : https://forums.factorio.com/viewtopic.php?f=134&t=5705 https://forums.factorio.com/viewtopic.php?f=5&t=41475 https://forums.factorio.com/viewtopic.php?f=5&t=53485 https://forums.factorio.com/viewtopic.php?f=208&t=7052 Act...
- Tue May 01, 2018 10:35 am
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 76094
Re: Speed modules are sometimes more efficient than Efficiencies
Furnaces seem immune from this issue as they only have 2 slots, so Eff3s will actually (probably) always make sense in them. Nothing above an Eff1 module makes sense. I meant specifically that adding an Eff module to a Furnace will (probably) always make it more efficient than adding a Speed module...
- Tue May 01, 2018 10:06 am
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 76094
Re: Speed modules are sometimes more efficient than Efficiencies
Actually the "3rd or 4th Efficiency module" part of my post is not quite true either - it is OK when you have a building with 3 slots and have 2 Prod3s in it, but if you have a 4-slot building such as Assem3 with only 2 Prod3s, and want to increase efficiency, then adding 2 Eff3s look bett...