Search found 596 matches
- Tue Apr 02, 2024 3:43 pm
- Forum: Technical Help
- Topic: New Gamer PC, poor factorio performance
- Replies: 10
- Views: 889
Re: New Gamer PC, poor factorio performance
Note that some benchmarkers have found the Vcache on the X3D chips doesn't help Factorio performance much if the map is too big for the important bits to fit in the cache. At that point the bottleneck is raw latency to the DDR memory same as a normal processor.
- Sat Mar 30, 2024 7:48 pm
- Forum: Modding help
- Topic: What am I missing? Lua API
- Replies: 4
- Views: 239
Re: What am I missing? Lua API
It doesn't match the error given, but the code you ran won't work anyways. On_load is only allowed to read variables, not alter the game state by creating entities. On_load runs when you load a savegame, and the simulation is supposed to be unaware of whether it has been saved and loaded or just kep...
- Sun Mar 24, 2024 2:54 pm
- Forum: This Forum
- Topic: Please make the forum search support underscored words
- Replies: 4
- Views: 1291
Re: Please make the forum search support underscored words
Wow, even putting it in quotes doesn't help. +1
- Fri Mar 22, 2024 7:15 pm
- Forum: Ideas and Suggestions
- Topic: Skip mod loading
- Replies: 5
- Views: 373
Re: Skip mod loading
In FFF 391 they at least show 2.0 will add access to the mod manager if there is a mod loading error. It would be great if there were a shortcut to invoke this before loading at all. https://www.factorio.com/blog/post/fff-391
- Fri Mar 22, 2024 5:03 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 16951
Re: Friday Facts #403 - Train stops 2.0
About the problem on how to refuel a stuck train on a water-bridge... Why not just giving bridges emergency-solar-panels which allow them to power trains so they can drive at 5 km/h maximum speed while on the bridge until they are on solid ground again? Almost nobody talks about the ability to coup...
- Fri Mar 15, 2024 5:02 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23048
Re: Friday Facts #402 - Lightspeed circuits
[ I'm also quite curious how the "light speed crafting" was implemented. As I've thought about the issue of crafting more than one item per tick before. And my thoughts were to just use 2 fixed point integers. One for the crafting progress per tick, and the other being the current progres...
- Thu Mar 14, 2024 12:04 am
- Forum: Modding discussion
- Topic: Extract Industrial IoT data to learn
- Replies: 4
- Views: 433
Re: Extract Industrial IoT data to learn
It may even be possible to use a Lua combinator mod like https://mods.factorio.com/mod/Moon_Logic to call https://lua-api.factorio.com/latest/classes/LuaGameScript.html#write_file to log circuit values, at least as a prototype. Qon's idea 9f having tagged value logger combinators so everything ends ...
- Wed Mar 13, 2024 5:28 pm
- Forum: Ideas and Suggestions
- Topic: Demand Statistics
- Replies: 7
- Views: 561
Re: Demand Statistics
I am currently running a rather large space exploration world so it has become almost impossible to manage supply and demand of all my intermediate products. Trying to use the production/consumption statistics isn't that useful as consumption will almost always match production when in steady state...
- Tue Mar 12, 2024 3:27 pm
- Forum: Modding discussion
- Topic: Extract Industrial IoT data to learn
- Replies: 4
- Views: 433
Re: Extract Industrial IoT data to learn
This is an interesting topic. I'm not totally clear what all the data you are looking for is. Are you trying to log data over time while running a map in the game, so you can plot it afterwards? Can you list what exactly you are trying to log, so we can identify sources for each piece? Some of the d...
- Thu Mar 07, 2024 7:06 pm
- Forum: Technical Help
- Topic: [1.1.104] - Space Exploration [0.6.125], AAI industry [0.5.22], Space Exploration Postprocess [0.6.28] don't load
- Replies: 1
- Views: 287
Re: [1.1.104] - Space Exploration [0.6.125], AAI industry [0.5.22], Space Exploration Postprocess [0.6.28] don't load
This was posted on the SE discord: https://discord.com/channels/419526714721566720/1213471586913493012 In that case it was caused by Bob's Character Classes. The solution was to either uninstall that mod, or change the contents: > Open bobs classes mod, open `/bobclasses/prototypes/character.lua#L6`...
- Thu Feb 22, 2024 4:18 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 133
- Views: 24728
Re: Friday Facts #392 - Parametrised blueprints
We've always wanted a blueprint editor, why not make one instead? If you want to quickly replace filters, IE replace a filter of a green circuit for a red, click a filter in the blueprint, it should pop up as always. Change it, and it should say do you want to replace all filters with the same reci...
- Fri Feb 02, 2024 9:42 pm
- Forum: Ideas and Suggestions
- Topic: Automatically / optionally update mods and exit
- Replies: 9
- Views: 683
Re: Automatically / optionally update mods and exit
Thankfully, the ability to open the mod manager before ever starting the game is being added to 2.0
https://factorio.com/blog/post/fff-391
https://factorio.com/blog/post/fff-391
- Wed Jan 24, 2024 2:22 am
- Forum: Ideas and Requests For Mods
- Topic: Breadboards for circuit network combinators
- Replies: 3
- Views: 304
Re: Breadboards for circuit network combinators
I haven't tried it myself, but does https://mods.factorio.com/mod/compaktcircuit resemble what you are thinking?
- Tue Jan 23, 2024 6:04 pm
- Forum: Modding discussion
- Topic: Is there (or has there been) any development or interest in more advanced circuit components?
- Replies: 1
- Views: 241
Re: Is there (or has there been) any development or interest in more advanced circuit components?
The suggestions you gave are already present or trivial with vanilla combinators, if I understand you correctly. There are several mods that add new features, like the Filter Combinator, Stack Combinator, and several multipurpose programmable combinators like fCPU. There is even the Compact Circuits...
- Tue Jan 23, 2024 4:24 pm
- Forum: Gameplay Help
- Topic: Logic network long(ish) expressions
- Replies: 33
- Views: 2309
Re: Logic network long(ish) expressions
The issue is that I no longer get a value of 4 to signal that the train should leave because one of the values cancels out and is not included. I think I can use the everything wild card though. If I say everything must be greater than 0 then if the value doesn't exist the train can still leave. Th...
- Mon Jan 22, 2024 1:51 pm
- Forum: Ideas and Suggestions
- Topic: Add a way to have null fields in game.table_to_json() function
- Replies: 3
- Views: 320
Re: Add a way to have null fields in game.table_to_json() function
I should have thought of this first. You can use the existing util.merge function in the Factorio core Lualib:
util.merge({defaults, input})
util.merge({defaults, input})
- Sun Jan 21, 2024 5:49 pm
- Forum: Ideas and Suggestions
- Topic: Add a way to have null fields in game.table_to_json() function
- Replies: 3
- Views: 320
Re: Add a way to have null fields in game.table_to_json() function
(edited after more reading) Your post already explains why the suggestion as written is cumbersome and incomplete. Table keys that were set to nil don't exist, ergo every possible table key is set to nil besides the ones that aren't. You can't print them all, so which nil values do you decide to pri...
- Fri Jan 12, 2024 9:06 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 228
- Views: 46317
Re: Friday Facts #393 - Putting things on top of other things
I agree with a lot of the comments that have been made so far. Giving filters to all inserters is a major improvement. Having "stack inserters" that can't stack, and "bulk inserters" that are only slightly faster but add belt stacking, seems redundant even if the names are swappe...
- Tue Jan 09, 2024 10:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.101] Train incorrectly reports "Destination full"
- Replies: 3
- Views: 1340
Re: [boskid][1.1.101] Train incorrectly reports "Destination full"
in this case it is important to temporarily force related trains into no_path state because in this state a train will actively try to search paths when rails are placed compared to a destination_full state in which case train was not woken up by rails being built because in that state it is expect...
- Wed Dec 27, 2023 9:27 pm
- Forum: Questions, reviews and ratings
- Topic: space exploration and auto request ghost items
- Replies: 2
- Views: 354
Re: space exploration and auto request ghost items
Put this in orbit and hook it up to your request circuit: https://mods.factorio.com/mod/GhostScanner