Search found 24 matches
- Mon Jul 08, 2024 1:15 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 65816
Re: Friday Facts #416 - Fluids 2.0
I have... mixed feelings on this one. On the one hand, the pipe unpridictability could indeed be quite frustrating. On the other hand: having to think about pump/tank placements for optimal throughput, having to run multipel parralell lines to increase througput, and having to add 'represurization' ...
- Mon Jun 17, 2024 10:42 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 17724
Re: Friday Facts #415 - Fix, Improve, Optimize
Re: The robot issues. One of the problems with this I have noticed, is that construction robots seem to just outright ignore the fact that they can carry more than one object, regardless of how much you've researched their storage upgrades. So construction robots will only ever build 1 building, re...
- Mon Jun 17, 2024 10:28 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 17724
Re: Friday Facts #415 - Fix, Improve, Optimize
So about the latest optimizations to the roboport algorithm. First off, that is amazing, cudos. But I'm wondering if there aren't some further optimizations to be had. Roboport networks are rarely fully stuffed with drones, and big networks are mostly to be able to cover a wider area, rahter than to...
- Sat Mar 16, 2024 5:45 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33356
Re: Friday Facts #402 - Lightspeed circuits
I don't think radar signals are for people who are already using factory-wide signal networks. They are probably primarily intended at players who use circuit-wired rail blueprints "because", never use it, until at some point late in they find a usecase and then find out there are too man...
- Sat Mar 16, 2024 3:22 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33356
Re: Friday Facts #402 - Lightspeed circuits
Is there a mod that implements the radar feature in the current version of the game? Yes. I don't know for sure which one, but the current modpack for "space exploration" has a uplink/downlink pair of machines with an infinite number of named channels. Not sure if they're available as a s...
- Sat Mar 16, 2024 3:11 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33356
Re: Friday Facts #402 - Lightspeed circuits
Currently, I don't see a compelling use case for use signal transmission by radar - the same as with far reaching wire. At least not globally from every outpost, since all signals from all connected outposts are merged, so you don't know what outpost sent which signal. You need to have some kind of...
- Sun Nov 12, 2023 11:06 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 333
- Views: 64746
Re: Friday Facts #384 - Combinators 2.0
First off, LOVE it! Before, there was no way to select select out a single signal, if there were multiple signals with the same value, and you and no other source telleing you what signal to use. This sounds convoluted, so let me explain: I had a bunch of random signals, and I wanted to select the s...
- Sun Nov 05, 2023 4:16 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 173
- Views: 39576
Re: Friday Facts #383 - Super force building
THANK YOU! I've been playing with the "ghosts on water" mod, which would convert a blueprint to an alternate with alt ghosts, that would place the landfill first and then convert to regular ghosts when done. Not only was this mod essesntial in Space Exploration, but it had a few little qui...
- Wed Oct 04, 2023 3:41 pm
- Forum: Logistic Train Network
- Topic: Letting train leave if the station is missing requested items?
- Replies: 5
- Views: 1185
Re: Letting train leave if the station is missing requested items?
The workaround with the delivery combinatie works quite well. As to your question, it varies a lot. Using the Space Exploration mod, and I'm basically supplying all the items available in the 'space mall'. Varying length space pipes, the withe belts, all the components of the space ships, wide area ...
- Tue Oct 03, 2023 7:19 pm
- Forum: Logistic Train Network
- Topic: Letting train leave if the station is missing requested items?
- Replies: 5
- Views: 1185
Re: Letting train leave if the station is missing requested items?
That does not adress the main edge case I am experiencing: Station A requests 1000 of X. Station B(problem station) contains 3 of X. Train with 4 cargo wagons is dispatched to Station B to pick up 3 of X. Staton B recieves 2 more of X from the factory. Second train with 4 cargo wagons is dispatched ...
- Sun Oct 01, 2023 3:03 pm
- Forum: Logistic Train Network
- Topic: Letting train leave if the station is missing requested items?
- Replies: 5
- Views: 1185
Letting train leave if the station is missing requested items?
Hi all, Sometimes, my stations will not have the items needed/requested by the train. This could be because I used logistics chests for the storage at the sation, and some got picked up by bots before the train arrived. Or I had a low provider threshold, a previous train took more items that it stri...
- Fri Aug 25, 2023 6:24 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 89274
Re: Friday Facts #373 - Factorio: Space Age
I'm wondering something about optimisation. Factorio as a game is incredibly well made from an optimisation standppoint, and in previous blog posts, the difficulties about implementing multi-threading were discussed. The game already makes use of a remarkable amount of multi-threading, but there are...
- Mon Aug 21, 2023 6:48 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 418
- Views: 268199
Re: Performance optimization - post your saves
Would it help to put multiple inserters behind a single logic combinator? As in, if i have 32 inserters with an everything>0 setting on the same network, instead isolating the inserters to their own network, giving them a check=1, and a everything>0 logic combinator outputing a check=1 as the only i...
- Mon Aug 21, 2023 5:19 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 418
- Views: 268199
Re: Performance optimization - post your saves
Got one, maybe. This is a modded save with Space Exploration and Logistics Train Networks. have 4ms times for trains and 10ms times for entity updates, which is fair I think. Electric network update times is +2ms even though I'm mostly switched to solar, but the large amount of consumers that's pret...
- Fri Mar 17, 2023 12:45 am
- Forum: Technical Help
- Topic: Performance Optimisation: Profiling/benchmarking circuit networks?
- Replies: 2
- Views: 904
Re: Performance Optimisation: Profiling/benchmarking circuit networks?
I believe I have found 3 of the major contributors to the Cirquit update issue, in stations I designed wrong for UPS optimization. One was an unload station for multiple items with some built in sorting, which kept track over how many items it contained by outputting an item count hold signal for so...
- Wed Mar 15, 2023 4:19 pm
- Forum: Technical Help
- Topic: Performance Optimisation: Profiling/benchmarking circuit networks?
- Replies: 2
- Views: 904
Performance Optimisation: Profiling/benchmarking circuit networks?
Hello all, So, I might have made mistakes designing some of my blueprints. Many of them feature heavy use of circuit networks to automate things, and some decisions were not taken with UPS efficiency in mind, since I assumed circuit networks were optimised to hell and back. And though the level of o...
- Wed Jan 27, 2021 10:23 pm
- Forum: Technical Help
- Topic: steam downgrade to specific version
- Replies: 2
- Views: 910
steam downgrade to specific version
Is it possible under steam to downgrade to a specifc version?
A server i play on with a friend is still on 1.1.12, but the steam beta only has outdated experimental 1.1.14 and stable 1.1.19 available.
A server i play on with a friend is still on 1.1.12, but the steam beta only has outdated experimental 1.1.14 and stable 1.1.19 available.
- Sat Aug 15, 2020 9:14 pm
- Forum: Ideas and Suggestions
- Topic: Set active blueprint without scrolling
- Replies: 6
- Views: 2043
(middle) click select the active blueprint in a book
TL;DR Click select active blueprint in the book What ? Basically, the same as suggested here: https://forums.factorio.com/viewtopic.php?f=6&t=73727&p=445572&hilit=click+select+blueprint#p445572 Being able to select a blueprint(book) in a blueprint book directly withouth needing to cycle...
- Sat Aug 15, 2020 8:18 pm
- Forum: Duplicates
- Topic: [kovarex] [1.0.0] Crash updating blueprints: GameActionHandler::processBlueprintEntitiesSelection (check failed)
- Replies: 4
- Views: 1446
Re: [1.0.0] Crash updating blueprints: GameActionHandler::processBlueprintEntitiesSelection (check failed)
Different sub book is not needed, i suspect the only thing needed is using update, placing the update BP in a book, then reselecting the update BP and dragging/selecting something to update.
see: https://youtu.be/Ga7nwFOuL1M
see: https://youtu.be/Ga7nwFOuL1M
- Sat Aug 15, 2020 8:10 pm
- Forum: Duplicates
- Topic: [kovarex] [1.0.0] Crash updating blueprints: GameActionHandler::processBlueprintEntitiesSelection (check failed)
- Replies: 4
- Views: 1446
Re: [1.0.0] Crash updating blueprints: GameActionHandler::processBlueprintEntitiesSelection (check failed)
Yes. Exactly as described.
I'll check if the sub-book thing is needed.
I'll check if the sub-book thing is needed.