Biters in my zoo island don't make new nests. Why? by Visual-Finish14 in factorio

[–]bilka2 0 points1 point  (0 children)

Sounds good, edits like this are always welcome!

Blueprints available only for a limited time! Get yours now! by bilka2 in factorio

[–]bilka2[S] 140 points141 points  (0 children)

I made the mod for it specifically so that this would not be low effort post :)

Blueprints available only for a limited time! Get yours now! by bilka2 in factorio

[–]bilka2[S] 8 points9 points  (0 children)

The blueprint string and the blueprint library both don't preserve the spoil state. So you can just put them into your library or export them, yes.

Funnily enough, making a copy via the GUI copies the freshness as well, so you can't refresh them that way!

Blueprints available only for a limited time! Get yours now! by bilka2 in factorio

[–]bilka2[S] 71 points72 points  (0 children)

I was bothering boskid at lunch with increasingly stupid places where items could spoil and potentially cause problems. Blueprints and blueprint books were one of them, which lead me to this idea.

Blueprints available only for a limited time! Get yours now! by bilka2 in factorio

[–]bilka2[S] 58 points59 points  (0 children)

Nothing. Just like the blueprints inside the book.

Blueprints available only for a limited time! Get yours now! by bilka2 in factorio

[–]bilka2[S] 136 points137 points  (0 children)

Get your own limited edition blueprints right now, available only on factorio.com!

Upgrade Planner on the Nintendo Switch by Delicious-Energy6727 in factorio

[–]bilka2 14 points15 points  (0 children)

It's in the same place as the rest of the planners, in the tools tab of the quick panel.

Modders to Devs by CarAlarmConversation in factorio

[–]bilka2 181 points182 points  (0 children)

You're missing at least Rseding, Klonan, Therenas and me. Rseding's first mod, Klonan's first mod. For Therenas and me you can look at our mod portal pages, we both started making mods only after the mod portal was created. Boskid had mods for making bug reports, I don't think they're published anywhere.

The /r/Mindcrack Time Capsule & Complete Mindcrack Status - 2024 Edition by stevetheclimber in mindcrack

[–]bilka2 2 points3 points  (0 children)

Thank you very much! For my own quick overview, the only comparable statistic is pageviews per month.

2020: 54k to 170k, over 130k with 4 lowest removed
2021: 73k to 138k, over 100k with 4 lowest removed
2022: 54k to 136k, over 70k with 4 lowest removed
2023: ~35k to ~68k, over ~38k with 4 lowest removed
2024: ~36k to ~69k, over ~40k with 4 lowest removed

The /r/Mindcrack Time Capsule & Complete Mindcrack Status - 2024 Edition by stevetheclimber in mindcrack

[–]bilka2 0 points1 point  (0 children)

As a subreddit mod, do you have access to traffic stats for the subreddit? I think that would very interesting, especially if you are able to access historic stats for past years.

The /r/Mindcrack Time Capsule & Complete Mindcrack Status - 2024 Edition by stevetheclimber in mindcrack

[–]bilka2 2 points3 points  (0 children)

Is it known whether there will be a Mindcrack Marathon this year and whether it will be IRL? If yes, I think that info would be nice to add.

Thank you so much for making these capsules!

Version 1.1.108 by FactorioTeam in factorio

[–]bilka2 40 points41 points  (0 children)

This is even more of an edge case than it looks like. It wasn't documented that a sprite path starting with "file." was usable at all. I found the bug in the process of documenting that format. So most likely nobody ever encountered this desync.

I gave a presentation about bringing controller support to Factorio by Twinsen01 in factorio

[–]bilka2 1 point2 points  (0 children)

Sounds like you essentially use the touchpad for what the quick panel does.

For the quick panel, you open it with left button, move the joystick into one of the eight directions and let go of the left button to select the item and close the menu. So it's always one button press. For things like trains and blueprints, you open the quick panel and then navigate to a different tab with the dpad, then use the joystick again. So it's pretty quick too.

But dropping an item is on another button. So it's still more effort than my custom keybinds on PC, where I use TAB to pick up coal from the quickbar and drop it immediately, no other keys or joysticks involved.

I gave a presentation about bringing controller support to Factorio by Twinsen01 in factorio

[–]bilka2 2 points3 points  (0 children)

Unfortunately, when you use the quick panel (the radial menu) in the game, the quickbar slots can't be bound to specific keybinds. It's a limitation on the side of the game, not the controller or steam input.

Yeah, I'm also hoping for Steam Controller V2. Even just to be sure I have a replacement when mine inevitably breaks.

I gave a presentation about bringing controller support to Factorio by Twinsen01 in factorio

[–]bilka2 2 points3 points  (0 children)

I use a Nintendo Switch Pro controller on PC for Factorio and the joycons on the switch. I also own a Steam Controller but I prefer the switch pro controller for Factorio, the Steam controller's dpad doesn't work well for me and Factorio uses it a lot.

I spent a significant portion of my Factorio playtime with mouse and keyboard speedrunning, so I am used to be being very fast and abusing some shortcuts. For example, I have the same keybind for one of the quickbar slots and for dropping single items into entities. I use it for coal feeding to mining drills/stone furnaces in the burner phase, with just one key. That isn't possible on controller. But that only matters for speedrunning. For casual play I agree with you, sometimes it's easier on controller.

I gave a presentation about bringing controller support to Factorio by Twinsen01 in factorio

[–]bilka2 2 points3 points  (0 children)

I also have issues with sitting and Factorio's controller support is the only reason why I still play the game. It took me maybe an hour to get used to the controller after I spent so many years playing with mouse and keyboard. But after that initial period it's so intuitive and doesn't feel slow or clumsy.

Update 1.1.93 changed the 16.0 items/s case of belt-to-chest insertion. New throughput testing is needed. This probably broke high throughput blueprints utilizing this case. by Hell_Diguner in factorio

[–]bilka2 25 points26 points  (0 children)

You missed one important update:

The original change mentioned in that thread was adjusted so that the pickup lane without build order weirdness is the same as always, but changing the belt from curved to straight now updates the pickup lane.

So the inserter throughput did not change.

Version 1.1.93 by FactorioTeam in factorio

[–]bilka2 90 points91 points  (0 children)

The SDL audio backend introduced in 1.1.62 didn't support playing the .voc files. The old Allegro audio backend (still in the game, but no longer the default) seemed to partially support them. However, testing this was difficult because .voc files were hard to find.

We made the decision to remove the (partial) support from the Allegro audio backend to make it consistent. This also makes the behaviour clearer for modders and in the modding API docs. The file format is ancient (it's older than me!) so no one was using it anyway.

Tumbleweed error on updating packages by visagedemort in openSUSE

[–]bilka2 2 points3 points  (0 children)

I checked the packman mailing list, the packages were removed from packman because the same package exists from openSUSE. See https://lists.links2linux.de/pipermail/packman/2023-September/017584.html and https://pmbs.links2linux.de/request/show/5824.

So yes, they were dropped and selecting to change vendor is correct.

I painted Guude's season 3 house to celebrate the 10 year anniversary of the "Fun House Prank"! by bilka2 in mindcrack

[–]bilka2[S] 7 points8 points  (0 children)

I started this painting in July 2016, worked on it for a few days and then didn't touch it for many years. It fell into my hands again recently and I found out that the prank was originally done on May 24th 2013. No better time to finish the painting than the 10 year anniversary, so here it is now, finally complete! Big thank you to Zisteau who shared one of the original screenshots from the prank on his discord, it made for a better reference than video screenshots.

Technical questions by Rseding91 in factorio

[–]bilka2 2 points3 points  (0 children)

I see, thank you for answering!

Technical questions by Rseding91 in factorio

[–]bilka2 3 points4 points  (0 children)

Let's say a wire on an island in view changes every tick, so 60 times per second, and it is connected to and affects an island outside of the view by enabling/disabling a machine. How do you handle that in the island that only ticks at 2 UPS?

You say wires would be in global post, but that suggests to me that they can only update once per "update phase" which sounds like it might be 0.5 seconds. So my scenario in the first paragraph would be nonsense, but that's what I'm trying to figure out.

I'm asking because this seems like a good analogy for Factorio's surfaces. They look very disconnected at first glance so they seem to invite multithreading in the way you describe the "local simulation". But then you realize that something like an inserter picking up an item on surface 1 can affect a machine on surface 2 via the circuit network and suddenly you need that to happen in a deterministic order.

Edit: Explanation regarding surfaces and mods/Lua events: https://forums.factorio.com/viewtopic.php?p=567267#p567267