After a year I played again, however I notice that for all my production lines helmod is trying to increase the "count" of the subassemblies..
This is not what I want, I want a count of "1", even if it means I have some extra input/output that I handle myself (using transport methods), I wish to ...
Search found 11 matches
- Tue Apr 30, 2024 8:24 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 206168
- Tue Apr 30, 2024 6:30 am
- Forum: Ideas and Requests For Mods
- Topic: Mod that can help find cpu bottlenecks
- Replies: 7
- Views: 1707
Re: Mod that can help find cpu bottlenecks
this is a ~12k spm base, I did want to play in a somewhat difficult setting so I started as a deathworld, but with artillery 14 I pushed them now quite far back, so they're just idling for now.
- Mon Apr 29, 2024 8:16 am
- Forum: Ideas and Requests For Mods
- Topic: Mod that can help find cpu bottlenecks
- Replies: 7
- Views: 1707
Re: Mod that can help find cpu bottlenecks
Added performance picture in attachments
- Mon Apr 29, 2024 12:43 am
- Forum: Ideas and Requests For Mods
- Topic: Mod that can help find cpu bottlenecks
- Replies: 7
- Views: 1707
Re: Mod that can help find cpu bottlenecks
They only show what is the biggest number "entities" - which is true since, but I wish to know "hey is this old part of the base actually taking most cpu cycles, or am I going to optimize soething eless important, and are the heavy entity counts somewhere else".
- Sun Apr 28, 2024 10:07 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod that can help find cpu bottlenecks
- Replies: 7
- Views: 1707
Mod that can help find cpu bottlenecks
Hey I have quite a large factory..
However I notice that the game is slowing down to 40-50 ups. I do not claim to have a good base whatsoever, however I before starting I would like to know *what* makes it slow.
Is there a heatmap-like function to show me what regions are most cpu intensive?
However I notice that the game is slowing down to 40-50 ups. I do not claim to have a good base whatsoever, however I before starting I would like to know *what* makes it slow.
Is there a heatmap-like function to show me what regions are most cpu intensive?
- Thu Aug 18, 2022 1:24 pm
- Forum: Ideas and Suggestions
- Topic: Constant combinators should remember the value when changing recipes manually
- Replies: 5
- Views: 1620
Re: Constant combinators should remember the value when changing recipes manually
Well the problem for me is that I also need to read the content of the chests - so I can't just automate set the request for each chest from a single input point as I cannot do both things.
- Tue Aug 16, 2022 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Constant combinators should remember the value when changing recipes manually
- Replies: 5
- Views: 1620
Constant combinators should remember the value when changing recipes manually
Currently I have to retype the value each time, I'm using constant combinators with LTN to provide ltn the information "what" it should request.
What happens is that I have as output (say) "-200k coal". Then I want to change (having copied the area) the output to wood
When I click on the output ...
What happens is that I have as output (say) "-200k coal". Then I want to change (having copied the area) the output to wood
When I click on the output ...
- Mon Aug 15, 2022 11:32 am
- Forum: Logistic Train Network
- Topic: Stations act as provider without marking them as such?
- Replies: 4
- Views: 1713
Re: Stations act as provider without marking them as such?
Well it doesn't, when I add back in the combinators - which have a "requesting xyz" value of 51k and a value threashold of -200k the trains still go there as if it's a provider - when there are only a few k items.
- Sun Aug 14, 2022 3:00 pm
- Forum: Logistic Train Network
- Topic: Temp. Stations. Setting to disable them?
- Replies: 12
- Views: 5565
Re: Temp. Stations. Setting to disable them?
They are intended to make the train go to the exact station in the case of duplicate stations. You say this is an "ugly workaround", but what harm does it do? It doesn't affect the delivery in the slightest, it will still go the same route it did if it didn't have the temporary stop. The only ...
- Sun Aug 14, 2022 2:56 pm
- Forum: Logistic Train Network
- Topic: Stations act as provider without marking them as such?
- Replies: 4
- Views: 1713
Stations act as provider without marking them as such?
Well I just notice that trains go to stations that are not providers - and thus don't insert items.
I notice this happens when said station has a surplus of items (due to reasons) and then suddenly the stations automatically acts as provider, severely disrupting the whole network.
Why does this ...
I notice this happens when said station has a surplus of items (due to reasons) and then suddenly the stations automatically acts as provider, severely disrupting the whole network.
Why does this ...
- Fri Jan 07, 2022 4:57 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 414798
Re: [MOD 0.13.17+] Rampant
I grew a bit tired of the constant attacks and having to repair walls constantly - so I disabled all special ais apart from "peaceful" just to see what was causing the constant attacks that never ended (without any nest in my pollution cloud).
However the attacks keep coming, similarly I enabled ...
However the attacks keep coming, similarly I enabled ...