Search found 33 matches

by Dictator
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.
obraz.png
obraz.png (421.97 KiB) Viewed 66 times
obraz.png
obraz.png (250.06 KiB) Viewed 66 times
obraz.png
obraz.png (52.62 KiB) Viewed 66 times
obraz.png
obraz.png (54.28 KiB) Viewed 66 times
obraz.png
obraz.png (28.92 KiB) Viewed 66 times
by Dictator
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 ...
by Dictator
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 ...
by Dictator
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 ...
by Dictator
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.
obraz.png
obraz.png

14.4/21.6 = 0.66x of rated speed which coincidences closely with fullness ratio.
Without tank it was ...
by Dictator
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.

obraz.png
obraz.png
obraz.png
obraz.png

360 calcite * 60 = 21600 ...
by Dictator
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.
obraz.png
obraz.png

What happened?
Water shortage in second machine despite equal production ...
by Dictator
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.
obraz.png
obraz.png

It should be configurable in settings, so you can switch to drop down/toggles depending on your preferences.
obraz.png

A mod that adds 5 - 10 quality levels wouldn't crowd out quality ...
by Dictator
Tue Apr 15, 2025 4:48 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 247
Views: 175394

Re: Version 2.0.45

LCStark wrote: Tue Apr 15, 2025 4:44 pm
Dictator wrote: Tue Apr 15, 2025 4:43 pm This is on 2.0.45?
04-15-2025, 18-44-12.png
Ah so they forgot to list it in changelog.
by Dictator
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 ...
by Dictator
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 ...
by Dictator
Tue Apr 15, 2025 4:34 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 247
Views: 175394

Re: Version 2.0.45

Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
I guess reducing or disabling evolution also should disable some achievements for completeness sake.
by Dictator
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 ...
by Dictator
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 ...
by Dictator
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 ...
by Dictator
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
obraz.png
obraz.png (1.07 MiB) Viewed 512 times
I would expect, that it requires aquilo science to research like its unlocks.
by Dictator
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
obraz.png
Here is its exchange string:
>>>eNp1Uj2IE0EUnrkYcuYSjRIEIZwprhJioSIWkh1tVAQr+2WymeQGNztxdiZyZ2GKKywEGxuv0doDrSwEhYCNgoKgIHYnZ2Fhcf4gdnFmd2czuxcH3ts373t/39tZAAA0lYBGDd+Q1Geux2WXuIz6W4+PtwGYIC0lD/seFcT27fMYzgSVPTYcEt5iPBO3P6rYylUsk4AM1lodHBIAxo6Ras+XjNOAuCMSCDuh2pN ...
by Dictator
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.
by Dictator
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).
by Dictator
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
obraz.png
Common unmoduled chemical plant produces 2000 steam/s
obraz.png

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 ...

Go to advanced search