Search found 111 matches

by Zanthra
Mon Nov 04, 2019 10:41 pm
Forum: Gameplay Help
Topic: Can not understand train signals.
Replies: 3
Views: 286

Re: Can not understand train signals.

If you are expecting to drive trains manually on a track, you should place the entrance signal to that intersection well ahead of the intersection itself so that you reserve the intersection block earlier while driving manually. At least far enough ahead that any trains that have already reserved th...
by Zanthra
Wed Jul 10, 2019 7:46 pm
Forum: Mods
Topic: [MOD 0.17.x] Global Tick Time Scale - Change Base UPS/FPS
Replies: 43
Views: 7221

Re: [MOD 0.17.x] Global Tick Time Scale - Change Base UPS/FPS

I have not had as much time to keep up on changes to the game recently, but I do want to keep this mod up to date. Has there been any progress by the devs on changes to the fluid model? Prior to 0.17 they had several ideas going around, but none of it made it into 0.17. Any information on when that ...
by Zanthra
Thu Feb 28, 2019 8:15 pm
Forum: Mods
Topic: [MOD 0.17.x] Global Tick Time Scale - Change Base UPS/FPS
Replies: 43
Views: 7221

Re: [MOD 0.17.x] Global Tick Time Scale - Change Base UPS/FPS

I fixed some issues that prevented the mod from starting, updates the metadata and version number for 0.17. While the changes in 0.17 are expansive, the only one that really affects the mod is the fluid flow calculation change. I have been pretty busy the past few days, so I have not had a chance to...
by Zanthra
Sat Feb 09, 2019 9:38 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 20788

Re: Friday Facts #276 - Belt item spacing & Script rendering

Is it not 256 units (pixels) per tile? The slowest speed a belt functions at currently is 0.00390625 or 1/256, and the throughput is 1.666... That means that the current 0.03125 or 1/32 for yellow belts is already 8 units per tick, and belt spacing is 72 units. Not that I would disagree with reduci...
by Zanthra
Wed Oct 17, 2018 8:13 pm
Forum: Technical Help
Topic: Lan-play perf issue
Replies: 3
Views: 383

Re: Lan-play perf issue

You should really post log file and screenshots which is what Loewchen was linking the other post for. I am just guessing here, but I have seen factorio act strange in the presence of Out of Order or Dropped packets. Is the computer connected to the LAN by wireless (or the host connected by wireless...
by Zanthra
Mon Oct 08, 2018 9:18 pm
Forum: Technical Help
Topic: Laptop suitability & megabase compatible rig configuration
Replies: 97
Views: 4662

Re: Laptop suitability & megabase compatible rig configuration

It’s quite possible the reason some motherboards may not support some memory speeds is due to unmatched wire lengths on the connections to the RAM modules. At 4Ghz transfer rate light (and therefore the signal in the wire) travels around 75mm per transfer. At those speeds waves don’t tend to be clea...
by Zanthra
Sun Oct 07, 2018 12:23 am
Forum: Technical Help
Topic: Laptop suitability & megabase compatible rig configuration
Replies: 97
Views: 4662

Re: Laptop suitability & megabase compatible rig configuration

As far as RAM is concerned, the i3, i5, and i7 CPUs have pins for 2 banks of 2 modules each wired to a different controller. Most motherboards have the 4 slots. Starting at 2x4 and expanding to 4x4 or 2x4+2x8 gives you the dual channel now and in the future, plus the flexibility of keeping dual chan...
by Zanthra
Tue Aug 21, 2018 8:49 am
Forum: Technical Help
Topic: v sync lag?
Replies: 4
Views: 654

Re: v sync lag?

Check that your monitor is configured to run at 60Hz. Some large TV displays may only go to 50hz (especially in countries where that is the AC line frequency), and some high performance displays may have a much higher frequency such as 75hz, and anything outside of 60hz exactly can cause bad screen ...
by Zanthra
Thu Aug 02, 2018 6:27 pm
Forum: Gameplay Help
Topic: Combinators
Replies: 11
Views: 1214

Re: Combinators

Or you could have a dummy item on the belt, iron plate maybe, and using that to see if there has passed 100 ammo for every lap of the iron That's clever, especially if you are expanding the gunwall to cover more area, you don't have to go back and change the combinator options. But do you really on...
by Zanthra
Thu Aug 02, 2018 10:18 am
Forum: Gameplay Help
Topic: Combinators
Replies: 11
Views: 1214

Re: Combinators

The Eriksonn wrote:Or you could have a dummy item on the belt, iron plate maybe, and using that to see if there has passed 100 ammo for every lap of the iron
That's clever, especially if you are expanding the gunwall to cover more area, you don't have to go back and change the combinator options.
by Zanthra
Thu Aug 02, 2018 6:13 am
Forum: Gameplay Help
Topic: Combinators
Replies: 11
Views: 1214

Re: Combinators

You could wire all the inserters leading to the guns back to the center unload point, and set them to read contents of hand. Whenever an inserter is holding ammo feeding it to a gun (piercing rounds > 0) then another inserter is unloading from boxes onto the loop. This gives a head start to unloadin...
by Zanthra
Tue Jul 31, 2018 7:43 pm
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 78
Views: 9037

Re: Challenge: Generic max-speed train unload

If it's 6.5 second cycle time limit for 100 stack items, then it's 3.25s train cycle time for 50 stack items. So you would lose 1.25 seconds of unloading per cycle, or about 10 percent of the capacity. LCC trains (less distance to travel to enter the station) with max tech and nuclear fuel cells wit...
by Zanthra
Tue Jul 31, 2018 6:17 pm
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 78
Views: 9037

Re: Challenge: Generic max-speed train unload

Although unloading to fewer chests does reduce the time you have to bring the next train in after the previous one is empty. If it takes 50% longer to unload the train, then that's 50% more items that have already left on the belts before you start changing trains. If you don't switch fast enough, t...
by Zanthra
Tue Jul 31, 2018 5:51 pm
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 78
Views: 9037

Re: Challenge: Generic max-speed train unload

mrvn wrote:Slows down unloading the trains though since you don't use all the 12 places to have buffer chests.
Yes, but non powers of two are balancer hell, so if you want to unload to 6 chests per side and maintain balance it would be far easier to use a bot build.
by Zanthra
Tue Jul 31, 2018 1:24 am
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 78
Views: 9037

Re: Challenge: Generic max-speed train unload

I was thinking about it and this design does not need to restore the wagons to their own belts. But it does need to make sure that the belts are mixed by splitter and not side loading. Each chest has 1 top lane inserter, and 1 bottom lane inserter, and they are all mixed by splitter to the output. T...
by Zanthra
Mon Jul 30, 2018 8:13 pm
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 78
Views: 9037

Re: Challenge: Generic max-speed train unload

You can start smaller: 4 blue belts per wagon-smaller and extensible.png Here the 2 wagon version. Use the middle part for all wagons between first and last. (also from the 4-belt post) :mrgreen: The problem with that one is going to be the shared belt (or more accurately the shared belt lanes) in ...
by Zanthra
Mon Jul 30, 2018 7:11 pm
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 78
Views: 9037

Re: Challenge: Generic max-speed train unload

@Zanthra: Tested your blueprint, and you are absolutely right about the balancing part. Thanks! Not sure about chest limiting myself. i like to empty the trains asap (and have a bigger buffer) This design was posted originally in Eradicators thread about his "4 blue belts per wagon" deathwish. http...
by Zanthra
Mon Jul 30, 2018 7:07 am
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 78
Views: 9037

Re: Challenge: Generic max-speed train unload

And from a previous post: BIG :D This one unloads 2 blue belts per wagon side, balanced if the output is unconstrained. To make certain, i put a input lane balancer at the end. Thanks to this guy: https://imgur.com/a/sgAsj#lsEagUO 0eNqlXNluG0kM/Jd5loK+D//KIlj4GDiDlSVBGu8mCPzvK0XrI6tpd7H4ZCROqpocksX...
by Zanthra
Sun Jul 22, 2018 9:01 pm
Forum: Gameplay Help
Topic: Belt Balancers: Input-balanced balancer
Replies: 2
Views: 791

Re: Belt Balancers: Input-balanced balancer

If you are concerned about balancing the input side and you have a belt balancer that can provide a balanced output for the inverse inputs and outputs, then just reverse the balancer. A 2 to 6 output balanced splitter can be turned into a 6 to 2 input balanced splitter in reverse (you may have to us...
by Zanthra
Tue Jul 17, 2018 12:32 pm
Forum: Technical Help
Topic: Info overlay reports 60 UPS but Game Runs Slower
Replies: 29
Views: 2328

Re: Info overlay reports 60 UPS but Game Runs Slower

If you start the server on a brand new map with nothing built, do you still have the same speed problems? Are there any other applications on the server that could be using substantial CPU time or memory bandwidth? No. Other multiplayer maps on this server with the same set of mods run very well. A...

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