Search found 59 matches

by Eketek
Sat May 12, 2018 3:14 am
Forum: General discussion
Topic: Reward for killing biters
Replies: 37
Views: 13809

Re: Reward for killing biters

Biters should drop raw materials, plates, intermediate products, filled barrels, and various factory components. Bigger biters or biters which are in close proximity to large amounts of other biters should drop better items and in greater quantities Don't ask where they get the loot. Oh, and by &quo...
by Eketek
Thu Mar 15, 2018 2:51 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 57004

Re: So... Let's talk about bots, and how to fix them properly...

Belts and bots are both extremes on the same spectrum, flexibility. Belts are 100% static and player driven, while bots are 100% dynamic and automatically managed by the game. The main points are: The path of each item on a belt is fixed and predetermined by the player, through the placement of spl...
by Eketek
Mon Mar 05, 2018 10:25 pm
Forum: Mods
Topic: [MOD 0.16.x] Eketek's Routing and Pathfinding Mod
Replies: 2
Views: 3119

Re: [MOD 0.16.x] Eketek's Routing and Pathfinding Mod

The routing mod is somewhat of a complicated beast (and can be quite rewarding). So, to make it a bit more useable to others, I wrote a brief technical description and guide. Eketek's Routing and Pathfinding Mod: A Guide Routing & Pathfinding guide, TLDR edition: The blueprints and explanation t...
by Eketek
Thu Feb 15, 2018 9:05 am
Forum: Mods
Topic: [MOD 0.16.x] Eketek's Routing and Pathfinding Mod
Replies: 2
Views: 3119

Re: [MOD 0.16.22] Eketek's Routing and Pathfinding Mod

I made a fair amount of progress with the mod. It seems to be stable and working properly. The biggest errors lately been turning out to only be errors in the combinator setup. So, to help people get started with my routing mod (and perhaps make it a little easier to understand what it does and how ...
by Eketek
Sat Feb 10, 2018 3:16 pm
Forum: Modding help
Topic: Bogus migration entries in "Migrated Content" display
Replies: 2
Views: 877

Re: Bogus migration entries in "Migrated Content" display

Which version of the game are you using? 0.15 would "migrate" the content of the blueprint library, afaik 0.16 should no longer do that. That would be 0.16.22 I'll look into this a bit more in-depth later today and see if anything actually breaks if I start the previous version of my mod ...
by Eketek
Sat Feb 10, 2018 8:03 am
Forum: Modding help
Topic: Bogus migration entries in "Migrated Content" display
Replies: 2
Views: 877

Bogus migration entries in "Migrated Content" display

I decided to restructure a mod which I am working on and put together a migration script to do so. So far as I can tell, the migration properly adjusted all of my identifiers without anything breaking. However, the displayed text on the "Migrated Content" message contained a lot of bogus i...
by Eketek
Tue Feb 06, 2018 9:10 am
Forum: Mods
Topic: [MOD 0.16.x] Eketek's Routing and Pathfinding Mod
Replies: 2
Views: 3119

[MOD 0.16.x] Eketek's Routing and Pathfinding Mod

Type: Mod Name: Eketek's Routing and Pathfinding Mod Description: Adds a circuit-controlled routing and pathfinding mechanism to the game License: MIT license Version: 1.0.0 Release: 2018-02-06 Tested-With-Factorio-Version: 0.16.25 Category: Gameplay Tags: Routing Combinators, Logistics, Circuit Net...
by Eketek
Fri Jan 12, 2018 6:13 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 349322

Re: Friday Facts #224 - Bots versus belts

I think that there is a major utility disparity between belts and logistic bots which ought to be addressed. Bots can take items from anywhere to anywhere, with minimal consideration toward design, whereas belts are only able to take items along a single path (routing with combinator-based machines ...
by Eketek
Mon Jan 08, 2018 7:32 am
Forum: Combinator Creations
Topic: Asynchronous Multiplexer
Replies: 0
Views: 1793

Asynchronous Multiplexer

Since they're fun and since I like to over-engineer my designs, I built an asynchronous multiplexer. For those less technically inclined, asynchronous multiplexing basically means everything on the network with something to transmit attempts to do so immediately after the network appears to be quiet...
by Eketek
Mon Jan 01, 2018 5:43 pm
Forum: Modding discussion
Topic: Distortion noise function for a map mod
Replies: 0
Views: 730

Distortion noise function for a map mod

I was thinking about ways to improve map generation and possibly making a mod for it (the design I have in mind seems to go way beyond what it looks like Factorio supports for terrain auto-placement, so I'd probably have to generate every tile). Part of this was thinking about noise algorithms and h...
by Eketek
Sun Dec 31, 2017 11:11 pm
Forum: General discussion
Topic: Why are radars square?
Replies: 10
Views: 3551

Re: Why are radars square?

The radar hardware is technically capable of scanning a circular zone (and much if the weather is decent). However, the person who crafted your radars (or who configured your assembler(s) to manufacture them) is afflicted with obsessive-compulsive disorder and thus has coded the radar controller pr...
by Eketek
Sun Dec 31, 2017 10:11 pm
Forum: General discussion
Topic: Why are radars square?
Replies: 10
Views: 3551

Re: Why are radars square?

The radar hardware is technically capable of scanning a circular zone (and much if the weather is decent). However, the person who crafted your radars (or who configured your assembler(s) to manufacture them) is afflicted with obsessive-compulsive disorder and thus has coded the radar controller pro...
by Eketek
Thu Nov 30, 2017 11:36 pm
Forum: Ideas and Suggestions
Topic: CPU usage while paused or minimized
Replies: 6
Views: 1703

CPU usage while paused or minimized

I didn't notice any similar suggestions when I searched, but this is a pretty obvious issue which has been around a while. Presently, Factorio wastes a lot of of power and keeps my system fans running while the game is paused or minimized. Please consider suspending any threads that don't need to be...
by Eketek
Sat Jul 15, 2017 1:06 pm
Forum: News
Topic: Friday Facts #199 - The story of tile transitions
Replies: 51
Views: 27852

Re: Friday Facts #199 - The story of tile transitions

I was going to recommend an overly complicated scheme that comes with lots of somewhat irrelevant features and potential for variety and efficiency (shader-based texture blending with various procedural generation options), but ended up concluding that I'd really just be recommending "layers&qu...
by Eketek
Fri Jun 30, 2017 9:26 am
Forum: Bob's mods
Topic: Free Energy [No modules]
Replies: 16
Views: 7210

Re: Free Energy [No modules]

If you want to control energy production so that energy can only be extracted from specific power sources, you might consider taking reduction and oxidation into account when defining chemicals, reactions, and the fuel values of output products. And make sure any productivity and/or efficiency bonus...
by Eketek
Mon Jun 05, 2017 3:09 am
Forum: General discussion
Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
Replies: 42
Views: 14997

Re: If you could walk on pipes in Factorio, would you build less underground pipes?

There is a very elegant solution to this problem, and you don't need any mods, cheating, or ridiculously over-engineered logistics to use it: Shotgun

Pipe in your way? BOOM! Problem solved.
by Eketek
Mon May 15, 2017 9:59 pm
Forum: Combinator Creations
Topic: Proof of Concept: Decentralized/Scaleable Mixed Bus
Replies: 0
Views: 2344

Proof of Concept: Decentralized/Scaleable Mixed Bus

A few months ago, I posted a mildly complicated combinator construct which (though useless for most purposes) allows for signals to propagate across a circuit network in such a manner as to have signal components traceable toward their origins from any point within the network, but I was a bit sketc...
by Eketek
Fri Feb 03, 2017 3:07 am
Forum: Combinator Creations
Topic: Signal Propagator with Directionality/Origin Indication!
Replies: 0
Views: 1438

Signal Propagator with Directionality/Origin Indication!

I have designed a simple & easily constructable hierarchical circuit network which propagates all input signals and indicates the directionality of the components of the signal on the network (by providing two separated signals at each link between sub-networks indicating what the is coming from...
by Eketek
Mon Oct 19, 2015 9:58 pm
Forum: General discussion
Topic: Diesel loco, which uses coal
Replies: 18
Views: 18149

Re: Diesel loco, which uses coal

The locomotives have Mr. Diesel's name stamped on them, so the locomotives are obviously powered by Diesel Engines. I don't want to suggest anything reasonable (such a portable implementation of the Fischer-Tropsch process), so I would encourage everyone to believe that Factorio Diesels are the most...

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