Search found 158 matches

by Xeteth
Sat Jun 10, 2017 9:55 am
Forum: Ideas and Suggestions
Topic: More Network Cable Color
Replies: 2
Views: 905

Re: More Network Cable Color

I too wanted more colored cable when I started playing with the circuit network. However, after learning various concepts of computer science I became aware that you can actually send an enormous amount of data down a single cable (there's over 200 odd signal types). I try to make standards to follo...
by Xeteth
Sat Jun 10, 2017 8:01 am
Forum: Ideas and Suggestions
Topic: multithread
Replies: 19
Views: 9893

Re: multithread

As far as I can see it with my monitoring tools (CPU,RAM,GPU) there is no component that is being used more than 50% while running factorio. The reason it appears as though no component is using more than 50% is because Factorio (for the most part) runs on a single thread. So if you have a multicor...
by Xeteth
Wed May 31, 2017 2:47 am
Forum: Combinator Creations
Topic: Combinator Display - Need help with theory
Replies: 1
Views: 1882

Combinator Display - Need help with theory

So I am making a display which is going to give me a visual output on certain outposts within my world. The display cycles through different outposts from OreType 1-10 and gives me the number of trains currently running, total ore remaining under the patch and the mining rate/min for each outpost. I...
by Xeteth
Tue May 30, 2017 5:12 am
Forum: Resolved Problems and Bugs
Topic: [0.15.16] [Harkonnen] Signal order inconsistency
Replies: 3
Views: 1392

Re: [0.15.16] Signal order inconsistency

Signals are actually sorted in descending order of value, not by their positions in the list; the list also IIRC doesn't reflect the internal ordering of the signals. You are correct that the highest value will always be displayed first, however when signals of equal value are present it usually go...
by Xeteth
Tue May 30, 2017 4:12 am
Forum: Resolved Problems and Bugs
Topic: [0.15.16] [Harkonnen] Signal order inconsistency
Replies: 3
Views: 1392

[0.15.16] [Harkonnen] Signal order inconsistency

Very minor, but thought worth reporting regardless. Signals usually show on power poles in the order that they appear in the signal selection screen. I noticed however that the lamp signal is appearing at the end of the list on the power pole despite being before the end of the list in the signal se...
by Xeteth
Mon May 29, 2017 4:24 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.16] Lamps hold light/color incorrectly
Replies: 1
Views: 1872

[Twinsen] [0.15.16] Lamps hold light/color incorrectly

Lamps are holding colored light even if the activation signal is removed. The gif below should display what I mean.

Image
by Xeteth
Tue Apr 04, 2017 12:44 pm
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 42911

Re: Friday Facts #184 - Five years of Factorio

Saves on large maps even in vanilla are annoyingly slow. Mod free on a 3.7Ghz Xeon E5 and a Samsung 850 Pro SSD 2 minute autosaves become insanely aggravating. Even if it only takes 5 seconds (which is not uncommon for me on very large maps) it becomes like a regular 2 minute jolt that just rips yo...
by Xeteth
Sat Mar 11, 2017 9:28 am
Forum: Combinator Creations
Topic: Combinator Display Build
Replies: 6
Views: 19332

Re: Combinator Display Build

Me, about 200 hours in, "I bet I could make an 8bit display"... *quick google* ... "Bloody Xeteth" But seriously tho, this is cool :) Might give it a shot anyhow I'm not entirely sure this original build even works anymore since there was a change to how decider combinators work...
by Xeteth
Fri Feb 17, 2017 8:39 am
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 52464

Re: Friday Facts #177 - Difficulty settings

Thanks for the reply. I'm more talking about weaknesses in the game, such as the ones I listed in my post. How is an improved train GUI for eg. something not all players would want? It's already in the game and it clearly has weaknesses, such as not listing train names. How is improving the GUI in ...
by Xeteth
Sat Feb 04, 2017 11:34 am
Forum: Ideas and Suggestions
Topic: Efficiency of entities that have no power.
Replies: 37
Views: 9640

Re: Efficiency of entities that have no power.

"Powering down" things is one of the worse ways you can stop a factory. Simply not giving it any resources to consume/use is the ideal way. The problem is: "powering down" an entity means the normal update logic on the entity can't run because there's no power to do things like ...
by Xeteth
Fri Jan 27, 2017 11:39 pm
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 41400

Re: Friday Facts #175 - Programmable Speaker

Always love hearing about new circuit network features. I think the speaker is a great addition - it will allow the player to create very specific and custom alerts for various things, giving us an idea of any issues straight away rather than us finding it many hours down the track. Looking forward ...
by Xeteth
Sat Jan 21, 2017 7:52 am
Forum: Not a bug
Topic: [14.21]Blueprint carries ghost signal
Replies: 5
Views: 1735

Re: [14.21]Blueprint carries ghost signal

DaveMcW wrote:Manual request yes.

Circuit network requests no.
I agree with this. See also viewtopic.php?f=48&t=37061 which is closely related to this issue.
by Xeteth
Sat Jan 21, 2017 4:53 am
Forum: News
Topic: Friday Facts #174 - Mod gui
Replies: 81
Views: 34606

Re: Friday Facts #174 - Mod gui

Love the coloured Train Stops! Can I put in a request for Twinsen to do a FFF soon on upcoming 0.15 circuit network/combinator additions and changes? I have many ideas planned combinator-wise and would love to hear exactly what come out of the development proposal thread (https://forums.factorio.com...
by Xeteth
Mon Jan 09, 2017 5:37 am
Forum: General discussion
Topic: The sad state of circuit logic
Replies: 73
Views: 27618

Re: The sad state of circuit logic

-Another thing I've wanted to make, but haven't dared attempt: A smart assembly block. That is, a Requestor chest connected to some inserters and other chests and a Furnace, Chemical plant, and Assembly machine 3. Which be controlled by the circuit network so that: I could make a request for some n...
by Xeteth
Tue Dec 13, 2016 2:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
Replies: 31
Views: 17245

Re: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions

I decided that it is not worth it, as we want to keep the automatic copper cable connections. Does this mean you will not be supporting power switch connections? We support them, just not in the blueprint. The poles next to the power switch would still connect, so it would be quite useless overall....
by Xeteth
Sun Nov 27, 2016 1:20 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 302164

Re: [MOD 0.14] SmartTrains 1.1.6

I got a pullrequest that changes the Destination # signal to output the number that is setup in the mapping if the train at the station is set to use the mapping (and a mapping for that station exists). Is anybody using this feature at all and how bad will this change break existing setups? Current...
by Xeteth
Sat Nov 12, 2016 5:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.20] Requester chest wire & BP issue
Replies: 3
Views: 2759

Re: [0.14.20] Requester chest wire & BP issue

From the games perspective the existing chest is not identical to the ghost chest as it has a filter, so it can not work as an anchor for the other parts in the blueprint. I don't think there is a functional difference if the filter is circuit based or set manually. I therefore would consider this ...
by Xeteth
Sat Nov 12, 2016 3:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.20] Requester chest wire & BP issue
Replies: 3
Views: 2759

[0.14.20] Requester chest wire & BP issue

I'm currently setting up a dynamic factory that is fully controlled by the circuit network. I've found an issue where wires to requester chests do not carry correctly under certain circumstances. How to reproduce: 1. Wire a constant combinator to a requester and set the requester to "Set reques...
by Xeteth
Wed Oct 19, 2016 4:41 pm
Forum: General discussion
Topic: Why are Constant Combinators unpowered?
Replies: 4
Views: 1916

Re: Why are Constant Combinators unpowered?

If they were powered it would greatly simplify circuit design through use of a Power Switch . I assume you mean you want essentially an automated way of turning them on or off? If so this can be achieved by using the decider combinator - wire the constant combinator into it as well as the trigger s...
by Xeteth
Mon Oct 17, 2016 6:16 pm
Forum: Balancing
Topic: Biter Mechanics and Rail/Powerlines
Replies: 10
Views: 7181

Biter Mechanics and Rail/Powerlines

The purpose of this post is to bring light to a mechanic change in the game which has had fairly significant (and I believe unintended ) consequences to the game. I find this issue to be rather game-breaking so much so that it's really holding me back from actually playing the game. How could such a...

Go to advanced search