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by Nidan
Sun Sep 25, 2022 11:39 am
Forum: General discussion
Topic: Pipe throughput measurements
Replies: 49
Views: 14346

Re: Pipe throughput measurements

In the third picture it's again an instantly placed blueprint, so the expected situation is same as in the first picture. But oddly, the first turbines are working at full power. My guess is the first row of turbines wasn't destructed or at least placed earlier than the other turbines. Maybe you us...
by Nidan
Sun Sep 25, 2022 11:19 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 63500

Re: Cycles: Merge entities, mod for performance idea

Even the simplest rules like (a + b) + c = a + (b + c) do not hold for floating point math. Thus, summing the electricity consumption of all machines and subtracting that from the larger network will likely have a different result than accounting for each machine individually. True for unlimited pr...
by Nidan
Sun Sep 25, 2022 12:13 am
Forum: General discussion
Topic: Pipe throughput measurements
Replies: 49
Views: 14346

Re: Pipe throughput measurements

I'm sorry if I kind of interrupt the mathematical discussion, but there is something very basic I don't understand. I read about direction and build order. For a long time, I assumed "direction" means the current direction and momentum of a fluid; from left to right or from right to left ...
by Nidan
Sat Sep 24, 2022 2:33 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 63500

Re: Cycles: Merge entities, mod for performance idea

fluid in pipes (in & out) - is it tricky? No! I hope... electricity (behaves as a single entity) These are floating point math, which has limited precision as opposed to "real" math. Any rounding error introduced due to that might change something that looks like a repeating cycle int...
by Nidan
Sat Sep 17, 2022 7:24 pm
Forum: Modding help
Topic: Infinite ressource like Oil doesn't respect minimum property for depletion
Replies: 17
Views: 2846

Re: [1.1.68] Infinite ressource like Oil doesn't respect minimum property for depletion

Stargateur wrote:
Sat Sep 17, 2022 6:31 pm
@Nidan minimum and minimum_resource_amount is the same.
I linked both since the name is different in data and control stage. The / wasn't meant as division.
by Nidan
Sat Sep 17, 2022 7:22 pm
Forum: Modding help
Topic: Infinite ressource like Oil doesn't respect minimum property for depletion
Replies: 17
Views: 2846

Re: [1.1.68] Infinite ressource like Oil doesn't respect minimum property for depletion

Could someone with a wiki account expand https://wiki.factorio.com/Prototype/ResourceEntity with some explanation how the individual properties tie together? Likewise, a dev add a link to that text to the corresponding properties of LuaEntity? Text suggestion that probably can be improved on: Infini...
by Nidan
Sat Sep 17, 2022 5:48 pm
Forum: Modding help
Topic: Infinite ressource like Oil doesn't respect minimum property for depletion
Replies: 17
Views: 2846

Re: [1.1.68] Infinite ressource like Oil doesn't respect minimum property for depletion

Have you considered the idea that the 20% aren't hardcoded, but are also affected by the minimum specified in the prototype? I.e. minimum_yield = prototype_minimum * max(100%, initial_yield) I already looked but didn't find such field, the wiki doesn't, and the source code neither. I search for dif...
by Nidan
Sat Sep 17, 2022 4:45 pm
Forum: Modding help
Topic: Infinite ressource like Oil doesn't respect minimum property for depletion
Replies: 17
Views: 2846

Re: [1.1.68] Infinite ressource like Oil doesn't respect minimum property for depletion

This is not the case according to my observation of oil behavior and behavior of infinite ore of Infinite Resources - Normal Yields with setting start at 100% (so initial amount = 100) and min to 5%, the resource doesn't stop at 20% but at 5%. So I don't understand the rule "minimum = max(mini...
by Nidan
Fri Sep 16, 2022 10:21 am
Forum: Combinator Creations
Topic: Kinda weird belt thing
Replies: 5
Views: 1733

Re: Kinda weird belt thing

https://wiki.factorio.com/Transport_belts/Physics#Belt_positions_and_lengths An item needs 256/24 = 10 2/3 ticks to traverse a blue belt. If you measure three consecutive straight belts you should see an item requiring 11 ticks on two of them and 10 on the third. In your setup the items are 11 * 24...
by Nidan
Sun Sep 11, 2022 11:27 pm
Forum: Ideas and Suggestions
Topic: Bots that are aware of their charge level and plan accordingly.
Replies: 42
Views: 7732

Re: Bots that are aware of their charge level and plan accordingly.

because we cannot predict where the robot will recharge (the chance, that the plan works as predicted is very low). Why would you say it's low? Whatever roboports exist when the bot departs a roboport are the roboports that are most likely to exist 30 seconds later when the bot needs to recharge. ....
by Nidan
Sun Sep 11, 2022 6:20 am
Forum: Ideas and Suggestions
Topic: Bots that are aware of their charge level and plan accordingly.
Replies: 42
Views: 7732

Re: Bots that are aware of their charge level and plan accordingly.

Do you have a source for this? I'd say they simply home in on the destination, calculated each tick, and once reaching low charge divert to a roboport (~ step 3 & 4). I think you may be right actually. Otherwise they wouldn't be able to deal with moving targets nor, as you mention, would enemie...
by Nidan
Sun Sep 11, 2022 3:46 am
Forum: Ideas and Suggestions
Topic: Bots that are aware of their charge level and plan accordingly.
Replies: 42
Views: 7732

Re: Bots that are aware of their charge level and plan accordingly.

Presently the game: 1. Checks if bot can reach destination. Upon realizing that it can't: 2. Calculate the point at which it would reach 20% charge, and set that point as the destination. Do you have a source for this? I'd say they simply home in on the destination, calculated each tick, and once r...
by Nidan
Sun Sep 11, 2022 12:39 am
Forum: General discussion
Topic: why prod modules are important
Replies: 155
Views: 22981

Re: why prod modules are important

Starting again with one miner and a single prod 3 module, that miner has an effective speed of (1 + 10%) * (1 - 15%) = 0,935. To compensate we need to reach an effective speed of 1,1 (i.e. base mining speed plus prod bonus), thus add 0,165 effective speed, which is 0,165 / 0,935 ~ 0,1764 extra mine...
by Nidan
Sat Sep 10, 2022 9:40 pm
Forum: General discussion
Topic: why prod modules are important
Replies: 155
Views: 22981

Re: why prod modules are important

Running the vanilla cases through a calculator gets us: Upgrading the number of prod 3 from 0 to 1: 17,64% extra miners, 7h 52min to repay Just to make sure i understand the result properly, If i were to place a prod3 module 1 in my mining drills, i would need to add 17.64% extra miners compared to...
by Nidan
Sat Sep 10, 2022 5:27 pm
Forum: General discussion
Topic: why prod modules are important
Replies: 155
Views: 22981

Re: why prod modules are important

Let's try to move the discussion away from Kindergarden back to something fact based... According to https://kirkmcdonald.github.io/calc.html#zip=S0ksSbQ11AVCS7XczDxbY7WUXNsCY7XMktTcYtuCovyU0uSSzLLMkkrdXCA7J1XX2KrIylANwsGqwirVGI50sJtASIURsgoA a single productivity module 3 requires 1200 coal + copp...
by Nidan
Sat Sep 10, 2022 12:02 am
Forum: This Forum
Topic: Forum BUG: Notifications don't honor foes
Replies: 5
Views: 1380

Re: Forum BUG: Notifications don't honor foes

[Moderated by Koub : Response to Off topic]
by Nidan
Thu Sep 08, 2022 5:30 pm
Forum: Gameplay Help
Topic: Help needed: Requisition order via circuits
Replies: 29
Views: 3764

Re: Help needed: Requisition order via circuits

In my mind I could wire it up so that it stored the request until it was fulfilled then just wipe clean once the storage box was no longer requesting but I'm missing how to just wipe the memory cell and not introduce more values in doing so. ... the problem becomes a way to trigger this during only...
by Nidan
Thu Sep 08, 2022 7:29 am
Forum: General discussion
Topic: why prod modules are important
Replies: 155
Views: 22981

Re: why prod modules are important

Let's try to move the discussion away from Kindergarden back to something fact based... According to https://kirkmcdonald.github.io/calc.html#zip=S0ksSbQ11AVCS7XczDxbY7WUXNsCY7XMktTcYtuCovyU0uSSzLLMkkrdXCA7J1XX2KrIylANwsGqwirVGI50sJtASIURsgoA a single productivity module 3 requires 1200 coal + copp...
by Nidan
Thu Sep 08, 2022 12:56 am
Forum: General discussion
Topic: why prod modules are important
Replies: 155
Views: 22981

Re: why prod modules are important

Let's try to move the discussion away from Kindergarden back to something fact based... According to https://kirkmcdonald.github.io/calc.html#zip=S0ksSbQ11AVCS7XczDxbY7WUXNsCY7XMktTcYtuCovyU0uSSzLLMkkrdXCA7J1XX2KrIylANwsGqwirVGI50sJtASIURsgoA a single productivity module 3 requires 1200 coal + coppe...
by Nidan
Sun Sep 04, 2022 11:36 pm
Forum: Releases
Topic: Version 1.1.68
Replies: 2
Views: 11222

Re: Version 1.1.68

manjhi wrote:
Sun Sep 04, 2022 10:19 pm
Since this version, the keyboard shortcut to move items from inventory to trash slots is not working. Both ctrl+click and shift+click are not working.
Instead of posting here, the recommended place is the bug reports forum. And, as it happens, there's already a thread regarding that issue.

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