Search found 1027 matches

by quyxkh
Fri Mar 15, 2024 4:20 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 146
Views: 15348

Re: Friday Facts #402 - Lightspeed circuits

All excellent. At the back of my mind I've had this hankering for circuit connections on rail segments, you could have red/green on each of the two rails, by default connected to every attached rail segment but with a switch controller, either an entity or a tool, that can connect/disconnect attache...
by quyxkh
Fri Mar 08, 2024 3:09 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 98
Views: 16921

Re: Friday Facts #401 - New terrain, new planet

How about an up-around-km-or-maybe-ten-scale low-level noise around the settings, so as you travel you'll go through subtle undulating more, less than the sliders say? You could do that with ore densities too. So overall the map has what the sliders say, but you'll find regions where iron's scarcer ...
by quyxkh
Fri Feb 23, 2024 7:40 am
Forum: Bug Reports
Topic: [1.1.104] Priority Splitter producing gaps with full input
Replies: 7
Views: 563

Re: [1.1.104] Priority Splitter producing gaps with full input

It's going to happen. If the left belt ore is one or two ticks ahead of the right belt ore, the splitter can start passing the left ore, see the right ore and have to decide which belt to send it to. Since the left belt's currently busy (in that lane), it sends it out the right belt. But then there'...
by quyxkh
Mon Feb 19, 2024 5:58 pm
Forum: General discussion
Topic: Remove conveniences in favour of circuit networks
Replies: 12
Views: 1077

Re: Remove conveniences in favour of circuit networks

no player has an actual use for circuit networks Clocking inserters and logistics requests to cut ups cost per production. Kovarex buffer control to get your '235 production up and running ASAP. Sushi-belt malls and resupply. Compact multiple-item belt cleaners. More for shits-n-giggles but hey: ma...
by quyxkh
Fri Feb 09, 2024 7:50 pm
Forum: Ideas and Suggestions
Topic: \data\core\backers.json file
Replies: 16
Views: 3845

Re: \data\core\backers.json file

darkfrei wrote:
Wed Feb 15, 2017 1:16 pm
I don't like it too. Can it be moddable in future?
It's moddable now. building entities fires an event, if the built thingy's got a backer name and you don't like it, sub in one you do like.
by quyxkh
Sun Jan 21, 2024 11:32 pm
Forum: Ideas and Suggestions
Topic: Add a way to have null fields in game.table_to_json() function
Replies: 3
Views: 249

Re: Add a way to have null fields in game.table_to_json() function

This is a straightforward `jq` filter, object addition defaults to the field values on the left if they're missing on the right so just supply your defaults that way. No point reimplementing existing tools.
by quyxkh
Sat Jan 20, 2024 6:57 pm
Forum: Ideas and Suggestions
Topic: Concrete is a silly feature... and I want more!
Replies: 11
Views: 595

Re: Concrete is a silly feature... and I want more!

I would actually like more uses for concrete; like more advanced buildings require the higher tier concrete on the ground before you can place the buildings. For instance, centrifuges and nuclear reactors require refined concrete to be placed on the ground before the building can be placed. Assembl...
by quyxkh
Tue Jan 16, 2024 7:21 am
Forum: Gameplay Help
Topic: Automated train stations. How do I "store" my idle trains?
Replies: 13
Views: 731

Re: Automated train stations. How do I "store" my idle trains?

You can do it with one wire carrying the summed product amounts + station counts, then the below-average stations can disable themselves with a single combinator, but really? Disable at LTL quantities, have at least one more outpost than you really need, set an alarm on it. If any train ever reaches...
by quyxkh
Mon Jan 15, 2024 6:52 pm
Forum: Gameplay Help
Topic: Automated train stations. How do I "store" my idle trains?
Replies: 13
Views: 731

Re: Automated train stations. How do I "store" my idle trains?

Don't disable stations at a hard limit, disable a station if it has less than the other stations.
by quyxkh
Fri Jan 05, 2024 2:01 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 22512

Re: Friday Facts #392 - Parametrised blueprints

I like it, I've had this hankering for a "fusable constants" combinator, just like a constant combinator but with a special condition you can set, if that condition ever matches the combinator latches its inputs and becomes a constant combinator with those values forever more. Here's one u...
by quyxkh
Mon Dec 18, 2023 6:16 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 239714

Re: Performance optimization - post your saves

Bots, trains and biters is what's killing your performance. You're using bots to carry ores long (for bots) distances to trains that run on congested routes to depots that use bots to carry them even longer distances to the smelters. You're averaging well over forty thousand bots in the air. Cut the...
by quyxkh
Sun Dec 17, 2023 9:02 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 8499

Re: Maximum throughput of a rail line

I agree with pretty much all of that, but trains that need to go *slower* than their top speed to achieve max throughput are, 100% guaranteed, not achieving the maximum throughput of a rail line. My one real objection is, if you're dealing with trains that have to brake to achieve peak throughput fo...
by quyxkh
Sun Dec 17, 2023 7:01 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 8499

Re: Maximum throughput of a rail line

But why would you want full speed? Staying below full speed gives you a higher throughput (in many cases). Because no matter what, whatever lower-than-full speed you like, you get not just a little better but massively better throughput with trains long enough that that *is* full speed. consider al...
by quyxkh
Sun Dec 17, 2023 4:20 pm
Forum: Won't implement
Topic: LuaGameScript.small_tick
Replies: 6
Views: 618

Re: LuaGameScript.small_tick

It's this simple: 2^52 ticks is over two million years.
by quyxkh
Fri Dec 15, 2023 10:31 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 8499

Re: Maximum throughput of a rail line

I might be in the minority here but for me, before first launch rail line throughput just isn't a factor at all. I do the first few launches with 1-3 ore trains feeding what gets built up to a ~25k/min smelter complex, for a rail line that's *nothing*.
by quyxkh
Fri Dec 15, 2023 8:56 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 8499

Re: Maximum throughput of a rail line

Max throughput on a single line over a given distance seems like the figure of merit to me, I don't see any reason to include congestion because whatever the shortest inter-congestion distance is will have at most the congestion-free throughput for that distance, so that will be the best possible th...
by quyxkh
Fri Dec 15, 2023 7:17 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 8499

Re: Maximum throughput of a rail line

Those long trains are really slow to accelerate and take forever to get up to speed. Total killer when they hit a junction and have to wait. Yes, but you gave the parameters: train length, acceleration and braking, and signal spacing, in the first post. Congestion and route length are pretty obviou...
by quyxkh
Thu Dec 14, 2023 12:30 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 8499

Re: Maximum throughput of a rail line

Anything up to about 1-14 rocket-fueled trains can reach the game's speed limit of 1.38m/tick, you're showing 1-5 trains stuck at around 1m/tick. So they're hitting congestion, they're braking. Trains brake faster than they accelerate, and that sort of speed variation makes traffic effectively occup...
by quyxkh
Tue Dec 12, 2023 12:12 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 8499

Re: Maximum throughput of a rail line

how you do for the braking distance, i'm looking for square roots but are you getting it from the game and not mathing it? That's right. Each tick I record the distance from the front and back rail of the train to the train's current path_end_rail. Before recording it, I check whether the path end ...
by quyxkh
Mon Dec 11, 2023 10:40 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 8499

Re: Maximum throughput of a rail line

I think your method for measuring throughput is correct, but i think your method to estimate the max throughput is not. I think you're right, leaving off the signal spacing made the numbers not good, here's a fixed version that shows how much space each train needs empty to maintain its current spe...

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