Search found 483 matches
- Fri Jul 07, 2023 7:43 am
- Forum: Pending
- Topic: [1.1.85] Icon dump truncates names with `:`
- Replies: 10
- Views: 1620
Re: [1.1.85] Icon dump truncates names with `:`
A collision on short strings of text would be a big discovery, I would love to see it. Hardly ;). You mean a collision using an algorithm such as one of the SHA family - which would be a good choice to meet the "trivial" requirement and reliable in practice. Another reliable alternative w...
- Fri Jul 07, 2023 6:58 am
- Forum: Not a bug
- Topic: Blueprint blocks transport belt
- Replies: 6
- Views: 1076
Re: Blueprint blocks transport belt
A belt marked for deconstruction stops transporting items; this is the intended behaviour as far as I know.
If that's not the situation you are trying to describe, I think you need to explain more clearly: steps to replicate, the expected result and the actual result.
If that's not the situation you are trying to describe, I think you need to explain more clearly: steps to replicate, the expected result and the actual result.
- Fri May 26, 2023 6:51 am
- Forum: Modding help
- Topic: entity.minable.results = random?
- Replies: 8
- Views: 1236
Re: entity.minable.results = random?
On another note, I assumed the thing I wanted was the default behavior for the probability based on the way uranium processing is set up [...] A boolean could be used to determine AND or OR for the results list. Perhaps make this thread a feature request? It should be easy enough to add A setting o...
- Sat May 06, 2023 2:12 pm
- Forum: Technical Help
- Topic: Built computer with highest CPU cache available and game still stutters
- Replies: 17
- Views: 3726
Re: Built computer with highest CPU cache available and game still stutters
There are many trains (I lost count) with no path to either "Green Chips - Out" or "Iron Plates - Out". You can find them (amongst those that have no problem) by opening the Train overview (O) and filtering (Ctrl+F) the Trains list for those stop names. I didn't manage to spot wh...
- Thu May 04, 2023 12:19 pm
- Forum: Ideas and Suggestions
- Topic: QoL idea: Automatically create ghosts on building destruction, even before robotics
- Replies: 4
- Views: 794
Re: QoL idea: Automatically create ghosts on building destruction
This is already a feature unlocked by Construction robotics research, which also enables their automated replacement and can be researched relatively soon after acquiring oil. I would say it is a deliberate choice (much as you must unlock assembling machines to enable automated crafting, which can b...
- Sun Apr 23, 2023 7:04 pm
- Forum: Modding help
- Topic: validate my approach on scheduling an alert?
- Replies: 2
- Views: 537
Re: validate my approach on scheduling an alert?
This feels little clunky to me, since that handler needs to fire every `offset` ticks. That seems fine if offset is one minute, but if that offset is less (e.g. 30 seconds, or even 10 seconds), it's going to fire a *lot* without doing anything useful, and that seems wasteful. Even checking (say) ev...
- Thu Apr 20, 2023 12:08 pm
- Forum: Gameplay Help
- Topic: getting back the old hotbar feel
- Replies: 4
- Views: 1154
Re: getting back the old hotbar feel
is there a way to get back the old hotbar(quickbar?) from the older versions of the game (0.16 and earlier)? As Silari wrote, the short answer is "No"; the hot/quick bar is fundamentally different now (it's just shortcuts rather than part of inventory)... i really liked being able to just...
- Mon Apr 03, 2023 2:28 am
- Forum: Gameplay Help
- Topic: Tried and tested *input* belt balancers
- Replies: 24
- Views: 3621
Re: Tried and tested *input* belt balancers
Instead, balance filling the chests . One reason I'm aware of leading to the conventional technique of controlling the belt-loading inserters rather than wagon-unloading inserters is that any time wagon-unloading inserters are disabled means increased unload time. In contrast, four belt-loading ins...
- Fri Mar 31, 2023 6:36 pm
- Forum: General discussion
- Topic: What does it take to launch a rocket in 6 hours?
- Replies: 18
- Views: 5633
Re: What does it take to launch a rocket in 6 hours?
That's interesting, but also not that surprising. A naive "PM3 everything" approach will put a lot of modules in some very slow recipes, whereas a minority of the modules do most of the heavy lifting. So for 6 hours while a majority of recipes are worth putting PM3s in, that's not the sam...
- Wed Mar 29, 2023 4:27 pm
- Forum: General discussion
- Topic: What does it take to launch a rocket in 6 hours?
- Replies: 18
- Views: 5633
Re: What does it take to launch a rocket in 6 hours?
Ha, I somehow forgot it was a separate research . 2000x 5 science packs, plus a satellite nearly quadruples total launch cost (including the rocket silo and 4x PM3) in terms of resources. Moving on...
- Wed Mar 29, 2023 8:12 am
- Forum: General discussion
- Topic: What does it take to launch a rocket in 6 hours?
- Replies: 18
- Views: 5633
Re: What does it take to launch a rocket in 6 hours?
I did throw in PM3s in the silo but nothing else. I know it's worth it but having to produce all those modules is somewhat disruptive to the game play. What do you find "somewhat disruptive"? You need PM1s anyway for productivity science packs; PM3s for the silo and the PM2s they require ...
- Tue Mar 28, 2023 4:25 pm
- Forum: Technical Help
- Topic: Serious stuttering with vanilla game
- Replies: 16
- Views: 2664
- Mon Mar 27, 2023 10:05 pm
- Forum: Technical Help
- Topic: Best CPU available: AMD Ryzen 9 7950X3D?
- Replies: 48
- Views: 11530
Re: Best CPU available: AMD Ryzen 9 7950X3D?
It's impossible for the OS to reliably figure out that the best thing to do is restrict a process/some thread(s) to the cores with extra cache available. I wouldn't go that far. Maybe nobody does it, but I'm not sure even about that - - AIX would notice when pairs of processes interfered with each ...
- Mon Mar 27, 2023 9:00 am
- Forum: Technical Help
- Topic: Best CPU available: AMD Ryzen 9 7950X3D?
- Replies: 48
- Views: 11530
Re: Best CPU available: AMD Ryzen 9 7950X3D?
Both of these processors have their cores on two chips, but only one chip gets the extra cache. For the performance to improve the OS' scheduler would have to run factorio on the chip with the extra cache, but windows seems to always run it on the cooler/higher frequency cores (unless amd/microsoft...
- Sun Mar 26, 2023 10:53 pm
- Forum: Gameplay Help
- Topic: The right amount
- Replies: 10
- Views: 1531
Re: The right amount
Combinator based solutions with integrated memory usually loose their memory when they lose power Combinators don't update if they have no power, but maintain their previous output. So a simple arithmetic combinator memory cell does not lose its memory if it becomes unpowered. They are however unre...
- Sun Mar 26, 2023 11:47 am
- Forum: Gameplay Help
- Topic: The right amount
- Replies: 10
- Views: 1531
Re: The right amount
I am trying to find a way to setup a system that knows how many stuff is on my belt. i would like it to add X by default so the belt always hold X. And when a factory or any system consumes 1 it sends a signal to add one to the belt. Reading every belt as Koub described is the simplest way, and is ...
- Sat Mar 25, 2023 3:34 pm
- Forum: Not a bug
- Topic: Construction Robots switch networks when target roboport is out of power
- Replies: 9
- Views: 1281
Re: Construction Robots switch networks when target roboport is out of power
When a roboport has just been separated from its network, it is much more predictable and reliable behaviour for robots pathing or said robot port to return back to their own network. Say you have two roboports, far enough apart to create two networks but close enough that you can place a third to ...
- Sat Mar 25, 2023 5:57 am
- Forum: Not a bug
- Topic: Construction Robots switch networks when target roboport is out of power
- Replies: 9
- Views: 1281
Re: Construction Robots switch networks when target roboport is out of power
So, I have found the issue is that if a roboport is built before the power pole and then another roboport is built adjacent to it, when the first roboport runs out of power, the second one will be disconnected from the rest of the network and will be considered its own network. Once that roboport r...
- Fri Mar 24, 2023 4:03 pm
- Forum: Not a bug
- Topic: Construction Robots switch networks when target roboport is out of power
- Replies: 9
- Views: 1281
Re: Construction Robots switch networks when target roboport is out of power
I was under the impression that bots that were pathing to the roboport that is now out of power were supposed to re-path to the nearest roboport within their current network . However, I have found that my construction robots have been able to path to roboports within the isolated networks of my ci...
- Fri Mar 24, 2023 3:28 pm
- Forum: Technical Help
- Topic: Serious stuttering with vanilla game
- Replies: 16
- Views: 2664
Re: Serious stuttering with vanilla game
I think the best thing to do in this situation is just to get a new CPU. Your current CPU is fairly recent and decent for Factorio; I'm pretty certain the gain from this will be quite small. Extra cores aren't going to help, for example. It's not obvious from the information you've provided why you...