Search found 125 matches

by Stevetrov
Sun Oct 01, 2023 3:16 pm
Forum: Won't fix.
Topic: [1.1.92] Chart update appears broken after tick overflow
Replies: 2
Views: 440

Re: [1.1.92] Chart update appears broken after tick overflow

Rseding91 wrote:
Sun Oct 01, 2023 12:52 pm
Thanks for the report however once the tick has overflowed the save is broken. We have no plans to try to rescue saves that have gone over the tick limit because the game is simply not designed to do that.
No worries, thought you might say that.
by Stevetrov
Sun Oct 01, 2023 12:24 pm
Forum: Won't fix.
Topic: [1.1.92] Chart update appears broken after tick overflow
Replies: 2
Views: 440

[1.1.92] Chart update appears broken after tick overflow

This save is from the server "AssemblyStorm's factorio server" Savefile https://drive.google.com/file/d/1Tha_NW5iCiO8TskO_ZaWVeG00r5ySOUx/view?usp=drive_link What did you do? The tick overflowed over a year ago, we managed to get through the tick over flow by hacking stuff around in the ed...
by Stevetrov
Mon May 15, 2023 4:40 pm
Forum: Combinator Creations
Topic: UPS Optimization - Red Science (editor)
Replies: 85
Views: 13403

Re: UPS Optimization - Red Science (editor)

Belter wrote:
Fri May 12, 2023 7:34 pm
Stevetrov wrote:
Sat Apr 29, 2023 11:06 am
My second submission
https://factoriobox.1au.us/map/info/411 ... 4a91e874a4
I cannot download it, gives 404. Can you please re-upload it?
It should be fixed now. same link.
by Stevetrov
Tue May 02, 2023 3:30 pm
Forum: Combinator Creations
Topic: UPS Optimization - Red Science (editor)
Replies: 85
Views: 13403

Re: UPS Optimization - Red Science (editor)

I remember looking closely at those monolithic 1K SPM blocks from smurphy1 and fallenghostplayer a while back, and they are impressive feats of engineering. But pretty much immediately my mind wanders to, "how would I even begin to provide 65K+ iron ore per minute to all the conveniently place...
by Stevetrov
Mon May 01, 2023 3:42 pm
Forum: Combinator Creations
Topic: UPS Optimization - Red Science (editor)
Replies: 85
Views: 13403

Re: UPS Optimization - Red Science (editor)

The one thing that bothered me a bit about these tests was allowing for arbitrary ore patch placement via the editor. I get that it was done to allow for end-to-end DI builds. It's a good way to learn more about optimizing production performance, but obviously there are a lot of other unavoidable r...
by Stevetrov
Sat Apr 29, 2023 11:06 am
Forum: Combinator Creations
Topic: UPS Optimization - Red Science (editor)
Replies: 85
Views: 13403

Re: UPS Optimization - Red Science (editor)

My second submission https://factoriobox.1au.us/map/info/4111803c7129d8f811ade31beee210b287e7eb69b24e3671d000ee4a91e874a4 Its not particularly good, but it has better beacon sharing the guitar 4.2.2 but transport lines are less favourable. red_science_v2.jpg I think I might be able to improve on it ...
by Stevetrov
Mon Apr 17, 2023 1:16 pm
Forum: Combinator Creations
Topic: UPS Optimization - Red Science (editor)
Replies: 85
Views: 13403

Re: UPS Optimization - Red Science (editor)

My first submission

https://factoriobox.1au.us/map/info/016 ... 43c248b3ee
red_science_1.png
red_science_1.png (573.08 KiB) Viewed 2231 times
Offsetting saves a lot of beacons that reduces electric update significantly.
by Stevetrov
Fri Mar 25, 2022 10:32 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 1000spm ... in TradeRouteOverhaul
Replies: 1
Views: 2164

Re: 1000spm ... in TradeRouteOverhaul

Nicely done, I am a big fan of this little mod, also good to see its been updated for 1.1 last time I looked it was out of date.

Making 1K base for this mod has been on my todo list for a while, but you beat me too it!!!!

Gratz
by Stevetrov
Tue Jan 12, 2021 9:15 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.8] Crash using new train UI (Train::getStateDescription)
Replies: 14
Views: 4376

Re: [1.1.8] Crash using new train UI (Train::getStateDescription)

Code tags for civilized people: /c for _,ent in pairs (game.player.force.get_trains()) do if ent.speed == 0 then ent.manual_mode = true end /c for _,ent in pairs (game.player.force.get_trains()) do if ent.manual_mode == true then ent.manual_mode = false end end you call yourself civilized??? where ...
by Stevetrov
Tue Jan 12, 2021 9:06 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.8] Crash using new train UI (Train::getStateDescription)
Replies: 14
Views: 4376

Re: [1.1.8] Crash using new train UI (Train::getStateDescription)

You can fix the state by stopping and starting effected trains. Put all stationary trains into manual /c for _,ent in pairs (game.player.force.get_trains()) do if ent.speed == 0 then ent.manual_mode = true end end Put all manual_mode trains into auto. /c for _,ent in pairs (game.player.force.get_tra...
by Stevetrov
Wed Dec 23, 2020 2:45 pm
Forum: Not a bug
Topic: [1.1.6] Biters attacking rails
Replies: 8
Views: 2825

[1.1.6] Biters attacking rails

What did you do? Been playing a bit of vanilla MP lately on AssemblyStorms weekly server. I have noticed that the biters are attacking rails often in a way that I haven't seen before. What happened? I built a new arty outpost (see attached pictures) and a few minutes after it started up a group of b...
by Stevetrov
Tue Dec 08, 2020 11:06 am
Forum: General discussion
Topic: Thanks for all the fish! (Cave spoiler Spidertron)
Replies: 18
Views: 6635

Re: Thanks for all the fish! (Cave spoiler Spidertron)

From my testing: You get 1 fish/ science pack. If you "autolaunch with cargo" to automate production of fish, then you only get 12 (or whatever a single inserter can deliver) science packs inserted since the rocket doesn't wait for more to be delivered. :( Would be nice if it waited for i...
by Stevetrov
Fri Dec 04, 2020 5:46 pm
Forum: Not a bug
Topic: [1.1.5] show-active-entities-on-chunk-counts doesn't show red counts any more
Replies: 5
Views: 1846

[1.1.5] show-active-entities-on-chunk-counts doesn't show red counts any more

What did you do? turned on "show-active-entities-on-chunk-counts" debug option. What happened? I saw the blue and green counts (the ones for conditionally active entities) but the red count isn't visible What did you expect to happen instead? It might be obvious to you, but do it anyway! E...
by Stevetrov
Tue Oct 20, 2020 12:07 pm
Forum: General discussion
Topic: Why trains? (UPS focus)
Replies: 27
Views: 8835

Re: Why trains? (UPS focus)

If you want to see more of my rail designs then you can see them in my rail10K rail megabase very sweet stuff, for sure. What kind of SPM / UPS and on what hardware are you seeing/utilizing with that map? Its 10K spm and does 50 UPS on my laptop (i7-7700hq 2x8GB 2666mhz ram) can do 60 UPS on a dece...
by Stevetrov
Sat Oct 17, 2020 9:50 pm
Forum: General discussion
Topic: Why trains? (UPS focus)
Replies: 27
Views: 8835

Re: Why trains? (UPS focus)

<snip> With a train setup you can get an 8 beacon arrangement with 2 less inserters than the equivalent belt based arrangement. How? I have already said machine -> belt -> train -> belt -> machine is BAD. So it basically comes down to a choice between belts or trains (not both) these are the best d...
by Stevetrov
Thu Oct 15, 2020 9:49 am
Forum: General discussion
Topic: Why trains? (UPS focus)
Replies: 27
Views: 8835

Re: Why trains? (UPS focus)

I suspect (but haven't tested) that inserters grabbing items from belts is significantly more expensive in cpu cycles than picking up items from a chest/wagon/assembler. Hence a well designed train base is likely to be more cpu efficient than a belt base. Inserters picking up of belts are worse (up...
by Stevetrov
Thu Oct 15, 2020 8:24 am
Forum: General discussion
Topic: Why trains? (UPS focus)
Replies: 27
Views: 8835

Re: Why trains? (UPS focus)

It seems to me that if you just did all belts directly from miner -> furnace -> assemblers -> labs, you could avoid a lot of unnecessary inserters. Your conclusion is correct, in fact using machine -> belt -> train -> belt -> machine is one of the worst design patterns for a megabase (upswise) but ...
by Stevetrov
Fri Aug 28, 2020 10:42 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Train based direct insertion challenge
Replies: 42
Views: 19684

Re: Train based direct insertion challenge

DI train builds are currently my favourite factories to design, they can be really UPS efficient and they provide a different challenge to belt based factories. 3. No chests. The only storage capacity is what is being carried on the train. *** This restriction is probably going to hurt you a lot, to...
by Stevetrov
Sat Jul 11, 2020 10:26 am
Forum: Duplicates
Topic: [0.18.35] Cant place ghost of locomotive or cargo wagon.
Replies: 1
Views: 844

[0.18.35] Cant place ghost of locomotive or cargo wagon.

What did you do? Attempted to place a locomotive with a ghost (obtained by clicking on another loco with the pipette tool.) What happened? The loco ghost didnt get initially placed. I was able to place it by moving the mouse around on the rails but it doesnt seem reliable and this is not precise. Wh...

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