Search found 230 matches

by Nidan
Mon Oct 23, 2023 8:44 am
Forum: Outdated/Not implemented
Topic: Multiplayer and plugins without login in the game
Replies: 7
Views: 913

Re: Multiplayer and plugins without login in the game

If a user would like to host local server to play with friends without accessing Factorio network, then login should not be required. This is possible, but you have to disable user verification on the server. Similiar thing goes for accessing any plugins. I don't see any meaning in need to login in...
by Nidan
Thu Oct 12, 2023 9:55 pm
Forum: Ideas and Suggestions
Topic: Give train stations weighted priority based on time since last train
Replies: 3
Views: 508

Re: Give train stations weighted priority based on time since last train

Adjust the train limit according to what's available. In particular, if a station can't fill/empty a complete train, set the limit to zero to keep trains from coming and waiting for a long time.
by Nidan
Sun Oct 08, 2023 12:33 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 27052

Re: Friday Facts #379 - Abstract rewiring

So I wanted to multiply red wire signals by same type blue wire signals? Too bad, go build a giant signal type converter and then a giant math array. There's a well known 5 combinator solution, as long as the square of each input doesn't overflow into the sign bit. For a general solution see this t...
by Nidan
Thu Oct 05, 2023 12:18 am
Forum: Wiki Talk
Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
Replies: 14
Views: 5914

Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons

18 (?) Just a quick grep over my current install, to get an idea how many recipes are affected, but I failed to note the "total raws" and "consumed by" and any other row that could get influenced by other prototypes. I didn't mention it explicitly in my last post, but I was thin...
by Nidan
Mon Oct 02, 2023 4:16 pm
Forum: Wiki Talk
Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
Replies: 14
Views: 5914

Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons

For the icon next to expansion features, it could also be a short abbreviation. Examples: Unofficial Elder Scrolls Pages does this and links to the respective DLC. The Dead Cells wiki does colored abbreviations and a tooltip. Regardless of the way of rendering it, I'd add links. In the Dead Cells e...
by Nidan
Tue Sep 19, 2023 4:21 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 58402

Re: Friday Facts #376 - Research and Technology

The "storm in a bottle" comment was from the previous thread, and it implied that the massive backlash was without merit because a lot of people were quick to complain about quality. Which wasn't a very a useful argument, it was rather reductive and addressed absolutely nothing about why ...
by Nidan
Mon Sep 18, 2023 10:45 am
Forum: Outdated/Not implemented
Topic: Space Age: will different planets be on different threads?
Replies: 6
Views: 1255

Re: Space Age: will different planets be on different threads?

Since there a a lot of ways to transfer things across, surfaces currently are just like two floors of one building. While for distant planets, apparently nothing instant should work, and typical multithread data exchange will work well. Enter mods. Whether things shouldn't interact from a story or ...
by Nidan
Thu Sep 14, 2023 3:47 pm
Forum: Ideas and Suggestions
Topic: Controller suggestions around driving
Replies: 6
Views: 778

Re: Controller suggestions around driving

[...] but the second we hop into a car, that all changes for no good reason (that I can see, in my opinion; I'm sure there were/are valid choices for that design pattern). For me, the controls being car relative matches what I'm used to from e.g. any 2D / top down racing game. For anything that can...
by Nidan
Tue Sep 12, 2023 2:48 pm
Forum: Frequently Suggested / Link Collections
Topic: Game Save File and -Speed Related Suggestions
Replies: 19
Views: 7811

Re: Game Save File and -Speed Related Suggestions

Any progress on making saves less noticeable by time consumption? If you happen to play using Linux, you can enable non-blocking saves in the hidden options. Might work on Mac as well. My current save just 33Mb size, still takes noticeable time to write. I think saving to disk (including file syste...
by Nidan
Tue Sep 05, 2023 12:01 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43678

Re: Friday Facts #374 - Smarter robots

You're missing one piece of extra work here: You also need to calculate the position where the bot would enter recharging mode, i.e. botLocation + tileRange towards the target. No, that's not a major factor, as that only needs to be done when the bot is calculated to need recharging, which isn't a ...
by Nidan
Tue Sep 05, 2023 12:19 am
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43678

Re: Friday Facts #374 - Smarter robots

The operations to find whether the charge distance is required only need: The bot's location. The target's location. The bot's charge level. The bot's energy usage per second (/frame). The bot's energy usage per tile travelled. The bot's speed (per second/frame?). (I'm not sure that it doesn't alre...
by Nidan
Wed Aug 30, 2023 12:13 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 71773

Re: Friday Facts #373 - Factorio: Space Age

Are we going to see an engine update that handles greater than 60hz refresh rate? I don't get why some people feel the need for a > 60 Hz refresh rate in a game like this? You gain nothing from it. For factorio alone, no. But if they happen to have one for other reasons, it's obviously also getting...
by Nidan
Tue Aug 29, 2023 8:04 pm
Forum: Gameplay Help
Topic: Research Speed discrepancy
Replies: 6
Views: 659

Re: Research Speed discrepancy

DragonXR6 wrote:
Tue Aug 29, 2023 7:56 pm
With a 50% speed increase, that would further reduce to 15s x 5, or 75s
A lab speed increase by 50% doesn't equate a research time reduction by 50%. Instead in the time it would have taken a lab to consume one science pack it now consumes 1.5 packs, which is a 33.3% research time reduction.
by Nidan
Tue Aug 29, 2023 5:47 pm
Forum: Combinator Creations
Topic: Botless labs
Replies: 13
Views: 2046

Re: Botless labs

I can dig up blueprints after work if you're interested. I found two purely mechanical variants while digging through my saves. The first one uses a filler item for missing science packs but is a bit slow to remove the filler once science packs become available again. The second one leaves empty sp...
by Nidan
Tue Aug 29, 2023 5:36 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 71773

Re: Friday Facts #373 - Factorio: Space Age

Are we going to see an engine update that handles greater than 60hz refresh rate? I don't get why some people feel the need for a > 60 Hz refresh rate in a game like this? You gain nothing from it. For factorio alone, no. But if they happen to have one for other reasons, it's obviously also getting...
by Nidan
Tue Aug 29, 2023 12:38 pm
Forum: Combinator Creations
Topic: Botless labs
Replies: 13
Views: 2046

Re: Botless labs

I ran such a setup with a terrific sorter and mixer I found here in the forum, but I had to realize even this thing will clog without ability to unclog, if one of the science packs is temporarily missing. I added a circuit to stop the belts if one pack is missing, but an issue still remained if res...
by Nidan
Tue Aug 29, 2023 10:33 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 71773

Re: Friday Facts #373 - Factorio: Space Age

Are we going to see an engine update that handles greater than 60hz refresh rate? I don't get why some people feel the need for a > 60 Hz refresh rate in a game like this? You gain nothing from it. For factorio alone, no. But if they happen to have one for other reasons, it's obviously also getting...
by Nidan
Tue Aug 29, 2023 8:45 am
Forum: Implemented for 2.0
Topic: No more than 255 tiles?
Replies: 21
Views: 7001

Re: No more than 255 tiles?

up to 65'000~ tiles. Holy tile space, Batman! The limit of 255 tiles means that they're stored in one byte currently. The next larger reasonable size is two bytes, which gets us 2^16-1 or 65535 tiles. A middle ground between expanded tile limit and memory use could have been using 12 bit per tile, ...
by Nidan
Mon Aug 28, 2023 4:10 pm
Forum: Gameplay Help
Topic: Circuts: Add two item counts from different sources then enable/disable
Replies: 5
Views: 699

Re: Circuts: Add two item counts from different sources then enable/disable

I'm a programmer by trade factorio circuits are closer to... well... circuits than programming, even though they operate on 32 bit ints. if ( a < 100 || b < 100 ) then enable X and enable Y. you need to rewrite that in a way combinations can handle; each decider and device can only test one conditi...
by Nidan
Fri Aug 25, 2023 8:22 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 71773

Re: Friday Facts #373 - Factorio: Space Age

Engine Support: There are so many things that Space Exploration just can't do because it's a mod. But after release of the expansion, would other mods be able to use these new features added to engine because of the expansion? Or it will be expansion-exclusive features, i.e. expansion will have uni...

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