Search found 33 matches
- Thu Jul 23, 2026 9:25 pm
- Forum: Assigned
- Topic: [raiguard][2.1.9] Spurious liquid shortages at extreme speeds
- Replies: 11
- Views: 762
Re: [raiguard][2.1.9] Spurious liquid shortages at extreme speeds
Hmm letting machines have access to entire pipe network seemed to fix issue - now fluids can scale indefinitely.
- Fri Jul 03, 2026 8:03 pm
- Forum: Assigned
- Topic: [raiguard][2.1.9] Spurious liquid shortages at extreme speeds
- Replies: 11
- Views: 762
Re: [2.1.9] Spurious liquid shortages at extreme speeds
Are you saying that the steam transfer is still limited? Because I was easily running at 360k/second with your setup as long as I added 1 storage tank to buffer steam.
Are you sure you're not bottlenecked somewhere else now?
Weird, I have storage tanks at every pipe section (one per fluid ...
- Fri Jul 03, 2026 7:39 pm
- Forum: Assigned
- Topic: [raiguard][2.1.9] Spurious liquid shortages at extreme speeds
- Replies: 11
- Views: 762
Re: [2.1.9] Spurious liquid shortages at extreme speeds
I'm not referring to the ability for the fluid to transfer out of the fluid box and into the network, I'm referring to there possibly not being enough space in the network itself for the 6000 fluid per tick to even exist for 1 tick. 360,000 steam per second coming out of the cryo plant is 6000 ...
- Fri Jul 03, 2026 6:19 pm
- Forum: Assigned
- Topic: [raiguard][2.1.9] Spurious liquid shortages at extreme speeds
- Replies: 11
- Views: 762
Re: [2.1.9] Spurious liquid shortages at extreme speeds
At 6000 steam per tick, even with the new input/output improvements, if the size of the pipe buffer and the condenser inputs is less than 1 ticks worth it seems likely there may just be nowhere for the fluid to go. AKA, maybe it has to go somewhere for 1 tick so the next simulation update can ...
- Fri Jul 03, 2026 6:05 pm
- Forum: Assigned
- Topic: [raiguard][2.1.9] Spurious liquid shortages at extreme speeds
- Replies: 11
- Views: 762
Re: [2.1.9] Spurious liquid shortages at extreme speeds
Incidentally, this doesn't work in 2.0 either: the acid neutralization machine can't empty its output buffer fast enough.
Single storage tank stabilizes situation a bit.
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14.4/21.6 = 0.66x of rated speed which coincidences closely with fullness ratio.
Without tank it was ...
- Fri Jul 03, 2026 6:00 pm
- Forum: Assigned
- Topic: [raiguard][2.1.9] Spurious liquid shortages at extreme speeds
- Replies: 11
- Views: 762
Re: [2.1.9] Spurious liquid shortages at extreme speeds
Okay, this is bit funny: once I added fluid tank to steam whole system stabilized - had to add more inserters with suflur and calcite to appropriate machines
So it seems like system needs capacity to function properly.
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360 calcite * 60 = 21600 ...
So it seems like system needs capacity to function properly.
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360 calcite * 60 = 21600 ...
- Fri Jul 03, 2026 5:06 pm
- Forum: Assigned
- Topic: [raiguard][2.1.9] Spurious liquid shortages at extreme speeds
- Replies: 11
- Views: 762
[raiguard][2.1.9] Spurious liquid shortages at extreme speeds
What did you do?
I setup all-legendary factory that uses sufluric acid to create steam to condense it to water to turn it back into sufluric acid (lab test for testing extreme throughput of liquids.
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What happened?
Water shortage in second machine despite equal production ...
I setup all-legendary factory that uses sufluric acid to create steam to condense it to water to turn it back into sufluric acid (lab test for testing extreme throughput of liquids.
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What happened?
Water shortage in second machine despite equal production ...
- Fri May 30, 2025 11:48 am
- Forum: Ideas and Suggestions
- Topic: [QoL] Quality toggles/drop down switch
- Replies: 0
- Views: 510
[QoL] Quality toggles/drop down switch
Currently quality toggles get replaced with dropdown even if you add one modded quality.
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It should be configurable in settings, so you can switch to drop down/toggles depending on your preferences.
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A mod that adds 5 - 10 quality levels wouldn't crowd out quality ...
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It should be configurable in settings, so you can switch to drop down/toggles depending on your preferences.
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A mod that adds 5 - 10 quality levels wouldn't crowd out quality ...
- Tue Apr 15, 2025 4:48 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 247
- Views: 175394
- Tue Apr 15, 2025 4:43 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 247
- Views: 175394
Re: Version 2.0.45
On stable version around 2.40 or so reducing all evolution factors to "1" didn't disable achievements - evolution was active, just at snail pace.
So turning off evolution disables it, but reducing it to minimum doesn't.
Not sure if its changed on this experimental version.
Alright, checked it ...
- Tue Apr 15, 2025 4:40 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 247
- Views: 175394
Re: Version 2.0.45
I guess reducing or disabling evolution also should disable some achievements for completeness sake.
It does. At least when I totally disabled it, the achievements were marked as disabled. I haven't checked if it does that for lower values, but I assume it does that for all "easier" settings ...
- Tue Apr 15, 2025 4:34 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 247
- Views: 175394
Re: Version 2.0.45
I guess reducing or disabling evolution also should disable some achievements for completeness sake.Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
- Tue Apr 15, 2025 8:14 am
- Forum: Ideas and Suggestions
- Topic: UPS friendly endgame - reducing entity count with new OP items.
- Replies: 8
- Views: 2409
Re: UPS friendly endgame - reducing entity count with new OP items.
Yeah, I mass produced legendary bulk (green ones) inserters.
I have to make legendary stack inserters yet.
I guess I should use less than 8 beacons and start planning for direct insertation for some more recipes at some point - inserters are faster if it doesn't interact with belt
8/10 (bigger for ...
I have to make legendary stack inserters yet.
I guess I should use less than 8 beacons and start planning for direct insertation for some more recipes at some point - inserters are faster if it doesn't interact with belt
8/10 (bigger for ...
- Wed Apr 09, 2025 2:02 pm
- Forum: Ideas and Suggestions
- Topic: UPS friendly endgame - reducing entity count with new OP items.
- Replies: 8
- Views: 2409
Re: UPS friendly endgame - reducing entity count with new OP items.
I never understand the purpose of this, if people want "better" UPS just don't produce anything. Or just use unlimited chess and cheat. Having "OP" factory destroy the point of factorio, deal with constraint. If you want to remove these constraint where is the game ?
Well inserters are too slow ...
- Sun Apr 06, 2025 9:51 pm
- Forum: Ideas and Suggestions
- Topic: UPS friendly endgame - reducing entity count with new OP items.
- Replies: 8
- Views: 2409
UPS friendly endgame - reducing entity count with new OP items.
This is meant for following scenario:
You have everything legendary - inserters, pumps, machines, modules, etc.
So even one tiny subfactory uses legendary machine with legendary beacons and t3 modules.
You already optimized your base for DI and UPS.
I would like to suggest multiple things, that ...
You have everything legendary - inserters, pumps, machines, modules, etc.
So even one tiny subfactory uses legendary machine with legendary beacons and t3 modules.
You already optimized your base for DI and UPS.
I would like to suggest multiple things, that ...
- Fri Mar 14, 2025 9:06 am
- Forum: Duplicates
- Topic: [2.0.39] Missing Aquilo science requirement
- Replies: 1
- Views: 512
[2.0.39] Missing Aquilo science requirement
Railgun Damage doesn't use Aquilo science unlike other Aquilo unlocked techs
I would expect, that it requires aquilo science to research like its unlocks.
- Tue Feb 11, 2025 5:08 pm
- Forum: Not a bug
- Topic: [2.0.32] Map Exchange String data is not stored properly.
- Replies: 1
- Views: 734
[2.0.32] Map Exchange String data is not stored properly.
I generated this map
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Here is its exchange string:
>>>eNp1Uj2IE0EUnrkYcuYSjRIEIZwprhJioSIWkh1tVAQr+2WymeQGNztxdiZyZ2GKKywEGxuv0doDrSwEhYCNgoKgIHYnZ2Fhcf4gdnFmd2czuxcH3ts373t/39tZAAA0lYBGDd+Q1Geux2WXuIz6W4+PtwGYIC0lD/seFcT27fMYzgSVPTYcEt5iPBO3P6rYylUsk4AM1lodHBIAxo6Ras+XjNOAuCMSCDuh2pN ...
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Here is its exchange string:
>>>eNp1Uj2IE0EUnrkYcuYSjRIEIZwprhJioSIWkh1tVAQr+2WymeQGNztxdiZyZ2GKKywEGxuv0doDrSwEhYCNgoKgIHYnZ2Fhcf4gdnFmd2czuxcH3ts373t/39tZAAA0lYBGDd+Q1Geux2WXuIz6W4+PtwGYIC0lD/seFcT27fMYzgSVPTYcEt5iPBO3P6rYylUsk4AM1lodHBIAxo6Ras+XjNOAuCMSCDuh2pN ...
- Fri Feb 07, 2025 10:56 am
- Forum: Balancing
- Topic: Acid neutralizarion is 10x too fast.
- Replies: 21
- Views: 10641
Re: Acid neutralizarion is 10x too fast.
Reducing steam production by 10x would be fine - it still would make more steam than heat exchanger, and you could use modules, beacons and quality without hitting limits almost immediately.
- Thu Feb 06, 2025 11:25 pm
- Forum: Balancing
- Topic: Acid neutralizarion is 10x too fast.
- Replies: 21
- Views: 10641
Re: Acid neutralizarion is 10x too fast.
I mean its power density is high enough to compete with nuclear power, if not fusion (if fluids weren't capped).
- Thu Feb 06, 2025 9:44 pm
- Forum: Balancing
- Topic: Acid neutralizarion is 10x too fast.
- Replies: 21
- Views: 10641
Acid neutralizarion is 10x too fast.
Common heat exchanger produces 103 steam/s
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Common unmoduled chemical plant produces 2000 steam/s
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This means it produces 20x more steam than steam turbine, very quickly you can reach its limit of 6000 units/s of fluid.
Since you can module and beacon it, there would be no ...
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Common unmoduled chemical plant produces 2000 steam/s
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This means it produces 20x more steam than steam turbine, very quickly you can reach its limit of 6000 units/s of fluid.
Since you can module and beacon it, there would be no ...