Search found 1029 matches
- Mon Jan 24, 2022 11:43 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: UPS-optimized green circuits benchmarking
- Replies: 10
- Views: 5946
Re: UPS-optimized green circuits benchmarking
i tried to have a closer look to understand what makes which build more UPS friendly. but i can't find an obvious reason. the second most ups friendly version (Nilaus - Megabase in a book) has more (or equal) of everything but is way more UPS friendly than my design. i don't get it. i'm actually cu...
- Sun Jan 23, 2022 1:35 pm
- Forum: General discussion
- Topic: Peak Factorio 17.79 and the hot mess of .18 and 1.0/1.1
- Replies: 26
- Views: 7895
Re: Peak Factorio 17.79 and the hot mess of .18 and 1.0/1.1
The only concrete example given is oil, and the problem with that is, the three-fluid puzzle's still in the game, and is still not optional. Nobody launches a rocket without solving it.
- Sat Jan 22, 2022 6:57 pm
- Forum: Gameplay Help
- Topic: Combinator Help - Even Distribution of Trains and Priority Levels on Stations
- Replies: 11
- Views: 3483
Re: Combinator Help - Even Distribution of Trains and Priority Levels on Stations
If the goal was to give yourself a combinator design puzzle, how close are each set of stops to each other? Instead of the modular packing on a global circuit you could use a gate waypoint stop that maintains the count in its own limit, on the magic train-limit wireless broadband network. Make your ...
- Sat Jan 22, 2022 6:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.53] Links not opening/opening incorrectly on Linux in Steam version
- Replies: 8
- Views: 4819
Re: [1.1.53] Links not opening/opening incorrectly on Linux in Steam version
Looks like that's Chrome's problem, it happens for me too, but strace says Factorio's issuing exactly the same xdg-open command in both steam and native installs; and switching to firefox with xdg-settings set default-web-browser firefox.desktop xdg-settings set default-url-scheme-handler http firef...
- Fri Jan 21, 2022 8:11 pm
- Forum: General discussion
- Topic: [Finished] Testing new CDN providers for Factorio
- Replies: 14
- Views: 4006
Re: Testing new CDN providers for Factorio
Los Angeles, T-Mobile Home Internet, I got basically full available bandwidth, they guaranteed me 50Mbps and told me if I ever got less than that they'd fix it, what they were seeing was people in my area got about 150, sometimes 200Mbps, couldn't promise that but that's what they were seeing when I...
- Mon Jan 17, 2022 6:06 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 416
- Views: 248989
Re: Performance optimization - post your saves
one of the devs mentioned that they'd done a small scale experiment where they refactored memory allocation for chunks to use more localised storage. either they didn't do it very well, or missed something, but it had very mild gains in performance. then again, i've suggested they use mimalloc befo...
- Thu Jan 13, 2022 10:19 pm
- Forum: Combinator Creations
- Topic: Kalman filter for simple average belt flow measurement
- Replies: 8
- Views: 3414
Re: Kalman filter for simple average belt flow measurement
Yeah, the extra drain is only useful for extremely-low-volume flow metering, I could probably lose it if I'd just up the premuiltiplier to 1'000'000 from 1'000. I like those two because they give three digits of precision on the mouseover readout, this setup reads -75k, -150k, -225k for instance: sn...
- Thu Jan 13, 2022 1:44 am
- Forum: Implemented Suggestions
- Topic: Can you add a clock to the game?
- Replies: 45
- Views: 12842
Re: Can you add a clock to the game?
How about adding it to the rich-text renderer, "[local-time]" renders as the current local clock?
- Wed Jan 12, 2022 11:50 pm
- Forum: Gameplay Help
- Topic: Hot key for turning power switches on and off
- Replies: 1
- Views: 828
Re: Hot key for turning power switches on and off
0eNqdVNGOmzAQ/JeV+gYnQuBIeOhLP6OqkEM2YSUwyF6SRhH/3jWoQHOOmrsXhPHuzHh28B0OdY+dIc2Q34HKVlvIf97B0lmr2n3jW4eQAzE2EIBWjVt17RVNaK/EZQVDAKSP+BvyzRD8t9UyYh2WFVpedcbDrwBQMzHhpGBc3ArdNwc0Aj0DHOgcYo0lGyrDrq1RsLvWSmerHatD20v5DfIwjpLBaXoAi/0H8eBsF5wAxB02bV0csFIXao2rKsmUPXEhe8e59UTGcvHBiAsZ7uXL4sVYESp944r0GSYOy8...
- Tue Jan 11, 2022 11:28 pm
- Forum: Implemented Suggestions
- Topic: Can you add a clock to the game?
- Replies: 45
- Views: 12842
Re: Can you add a clock to the game?
Notice that the mouse cursor position is *write only*. It's not shared with any client. Any effects the positioning might have are broadcast, but that's different.BlueTemplar wrote: ↑Tue Jan 11, 2022 9:38 pmOh, right, most of them are indeed shared by all clients ?
AFAIK one that isn't is player cursor position ?
- Tue Jan 11, 2022 6:59 pm
- Forum: Implemented Suggestions
- Topic: Can you add a clock to the game?
- Replies: 45
- Views: 12842
Re: Can you add a clock to the game?
Clearly there are things that differ from client to client - GUI interaction for instance. But they don't differ from client to client. Every client runs every player's GUI interactions, the only difference is which players' GUI interactions get *displayed*. I suppose they could add a per-player &q...
- Tue Jan 11, 2022 6:27 pm
- Forum: Combinator Creations
- Topic: Kalman filter for simple average belt flow measurement
- Replies: 8
- Views: 3414
Re: Kalman filter for simple average belt flow measurement
I use that to maintain adaptive sushi belts. I never knew it by that name, just as "exponential-decay average". I use read-pulse metering, though, since that works for any belt speed and doesn't get confused if the belt backs up. edit: here's mine, I'm not so interested in getting an exact...
- Wed Dec 29, 2021 5:39 pm
- Forum: Gameplay Help
- Topic: Circuit question from a new player
- Replies: 5
- Views: 1511
Re: Circuit question from a new player
For simple situations there are simpler RS latches than the wiki shows, say you want to crack excess heavy oil, you have a pump set up for say heavy > 1000 but you don't like it twitching, I get that. So add two combinators, main circuit wired to heavy > 1000 output 1 X, wired into X * 500 output he...
- Mon Dec 27, 2021 11:39 pm
- Forum: Gameplay Help
- Topic: Combinators not behaving as expected
- Replies: 4
- Views: 1174
Re: Combinators not behaving as expected
Does this mean signals are added together? Two signals at 1 will be read as one signal at 2? The way I have it is, the value of a signal on a wire is the sum of that signal's values on all connected output ports. Likewise, the value of a signal a device sees is the sum of that signal's values on al...
- Mon Dec 27, 2021 7:35 pm
- Forum: Gameplay Help
- Topic: Combinators not behaving as expected
- Replies: 4
- Views: 1174
Re: Combinators not behaving as expected
Zero value signals are not sent at all. Everything = 1 means everything that isn't zero = 1. Anything = 0 will never match. You can make both combinators send the same go-signal and fire only when your go signal is 2, or supply a second input to your current comparison, a constants box with L=1 and ...
- Thu Dec 23, 2021 9:11 pm
- Forum: Gameplay Help
- Topic: best defense?
- Replies: 11
- Views: 13908
Re: best defense?
This is probably too elliptical, but I stopped playing with biters when they started spitting acid-feces contact cement in 0.17? 0.18? somewhere in there and I did just reconstitute some old blueprints to test whether the idea still works. It does. Emplacements built from one arty, four flamethrower...
- Thu Dec 16, 2021 9:13 pm
- Forum: Modding help
- Topic: LuaTechnology.level not showing infinite tech level
- Replies: 10
- Views: 2689
Re: LuaTechnology.level not showing infinite tech level
Don't know where you were looking, `/c game.print(game.player.force.technologies.automation.level)` prints `1`, for instance, and since you can't add nil to a number that loop would crap out if it ever encountered a missing level. There's this trick you can pull if you're running in a terminal, you ...
- Wed Dec 15, 2021 10:44 pm
- Forum: Modding help
- Topic: LuaTechnology.level not showing infinite tech level
- Replies: 10
- Views: 2689
Re: LuaTechnology.level not showing infinite tech level
Try numtechs=0 lvlsresearched=0 for name,tech in pairs(game.forces.player.technologies) do if tech.enabled then numtechs = numtechs +1 baselevel = game.technology_prototypes[name].level lvlsresearched = lvlsresearched + tech.level - baselevel + (tech.researched and 1 or 0) end end game.player.print(...
- Wed Dec 15, 2021 12:58 pm
- Forum: Modding help
- Topic: LuaTechnology.level not showing infinite tech level
- Replies: 10
- Views: 2689
Re: LuaTechnology.level not showing infinite tech level
1) What do you mean by "rococo" code? I value clarity over conciseness in code. What I mean is that the code you posted puts so much verbosity and structure into clarifying every little step that it wasn't even doing what you thougt it doing: you reported luatechnology.level not showing i...
- Wed Dec 15, 2021 5:04 am
- Forum: Modding help
- Topic: LuaTechnology.level not showing infinite tech level
- Replies: 10
- Views: 2689
Re: LuaTechnology.level not showing infinite tech level
Try writing less rococo code?
Code: Select all
/c t={level=0} for k,v in pairs(game.player.force.technologies) do t=t.level<v.level and v or t end game.print(t.name..":"..t.level)