Search found 80 matches

by Stevetrov
Mon Nov 11, 2019 7:14 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

This one is based on the concept from Dave's train only map, but the bps are my own design. I went for a higher beacon count on my copper smelters than Dave, that means that my smelters / assemblers have slightly better UPS, but that I need more patches and more locos, unfortunately this seems to ou...
by Stevetrov
Mon Nov 11, 2019 2:18 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

This one is my take on the hybrid design that quyxkh and Allaizn have used. On site smelting with plates belted to central production cell and GC trained to drop off but NO CARS!!

Nb for those that are paying attention, I will try and finish submission 5 later, it needs a tweek.
by Stevetrov
Sun Nov 10, 2019 6:54 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

DaveMcW you were wondering whether anyone could beat your map?? Well technically I think this does, but as its 95% your map, it doesnt really feel like it should count!!! I reduced the beacon count on the iron smelters slightly by shifting everything up 2 tiles (crashing lots of trains) and shifting...
by Stevetrov
Sat Nov 09, 2019 6:55 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

Belts only no cars no trains no bots.

BTW when does the competition end exactly?
by Stevetrov
Fri Nov 08, 2019 7:55 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

I was attempting to do a belt-only direct insertion build, crafting the circuits on top of the copper patches. I figured it probably wouldn't be very good but I gave it a try. I optimized a single cell and copypasted it across the patch, but I figured I wouldn't have to make it compact and tileable...
by Stevetrov
Tue Nov 05, 2019 8:47 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

It isnt going to beat dave (the master) McW But here is the latest refinement of my train map. I have reordered the smelters so the smelter with fewer beacons is in a different place on each row, this has made a huge difference of over 0.1 ms / tick on my pc. (from .486 -> .367) the other changes ar...
by Stevetrov
Tue Nov 05, 2019 6:51 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

Has anyone considered having a train long enough to be loaded by multiple patches? Load e.g. 4 wagons per patch then advance the train by 4 wagons and repeat till it's all full. Or have lots of locomotives to fill the gap between patches or simply leave cars empty. I do not think this would help. T...
by Stevetrov
Mon Nov 04, 2019 2:03 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

As we are a few hours away from half way, could we have a leader board for the various categories? Maybe a Google doc that we can all view?
by Stevetrov
Sat Nov 02, 2019 4:24 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

  • Trains only
  • No belts
  • No cars
  • On-patch smelting
by Stevetrov
Fri Nov 01, 2019 9:30 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

Here are a couple more of my submissions, they are completely different designs, but one is all belt and the other is all trains. Both use off patch smelting and I believe are very competitive in that category.
by Stevetrov
Fri Nov 01, 2019 11:28 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

Could we have a category for off-patch smelting? On patch smelting is well known to be the most efficient but most megabase builders consider it to be impractical due to the huge number of mining bases that are required even with maxed vanilla settings.
by Stevetrov
Wed Oct 30, 2019 6:51 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

I find it interesting that mulark and knightelite use filter signals for clocked inserters instead of enable/disable. I thought that was slower when I tested it a couple years ago, but maybe things have changed. Its a 0.17 change, a filter inserter using a whitelist "set-filter" will goto sleep if ...
by Stevetrov
Tue Oct 29, 2019 3:18 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 99
Views: 3645

Re: UPS Wars 3 - Electronic Circuits

To clarify a couple of points for those not familiar with the "shady tactics" of knightelite and others. There are several things that need to be considered with cars. 1. Cars do not sleep in vanilla without using a console command. Active cars add a significant amount to update times for no benefit...
by Stevetrov
Sat Oct 05, 2019 1:45 pm
Forum: Pending
Topic: [0.17.69] Upgrade Planner Occasionally removes modules rather than upgrading them
Replies: 1
Views: 115

[0.17.69] Upgrade Planner Occasionally removes modules rather than upgrading them

When upgrading and downgrading modules within a blueprint that is under construction, sometimes some of the modules (or requests not sure) disappear leaving an ASM or beacon with fewer modules. E.g. https://imgur.com/a/vgFFXed I was using this BP, https://pastebin.com/pGzTV10R a number of upgrader p...
by Stevetrov
Tue Oct 01, 2019 10:54 pm
Forum: Ideas and Suggestions
Topic: Placing a bp with shift click results in unexpected stone on some belts.
Replies: 3
Views: 177

Placing a bp with shift click results in unexpected stone on some belts.

Sometimes when I place a BP with a shift click to remove rocks and trees stone ends up on some of the belts and the bp doesnt work as intended as a result. I have seen this issue a number of times, but only worked out today why it happens. 1. Sometimes a rock (eg big sandy rock) gets destroyed (most...
by Stevetrov
Tue Oct 01, 2019 10:38 pm
Forum: Bug Reports
Topic: [0.17.68] Multiplayer: saving a blueprint disconnects other player
Replies: 11
Views: 1006

Re: [0.17.68] Multiplayer: saving a blueprint disconnects other player

I have experienced a very similar or the same issue. Steps to reproduce in a mp game: 1. Import this large solar stamp: https://pastebin.com/3Exfkkxs 2. edit the bp to remove all panels and accus. 3. Click on the tick to save the bp. 4. The game disconnects me, its not a crash, its not a desync, I s...
by Stevetrov
Wed Jul 10, 2019 9:25 am
Forum: Resolved Problems and Bugs
Topic: [0.17.54] Crash on loading save in illegal state.
Replies: 5
Views: 286

Re: [0.17.54] Crash on loading save in illegal state.

> I'm not sure what you'd expect to happen from the game - if a corrupt state is detected it's a corrupt state. Well in an ideal world I would expect the game to migrate into a valid state as it does currently for loading old versions. Even removing the offending trains would be preferable to a cras...
by Stevetrov
Sun Jul 07, 2019 1:30 pm
Forum: Not a bug
Topic: [0.17.54] Tile Grid obscures clone rectangles
Replies: 5
Views: 189

Re: [0.17.54] Tile Grid obscures clone rectangles

thanks for the response, at least that makes sense. even if I dont like it.

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