Search found 69 matches

by ignatio
Sun Aug 04, 2019 11:31 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [0.16 & 0.17]
Replies: 42
Views: 21750

Re: Production Calculator Google Sheet [0.16 & 0.17]

Been away for a bit, but done now. The changes mean basic oil processing "balancing" doesn't really do much balancing anymore, but the button is still there in the Balancing sheet (much like the different sources for solid fuel). I've also fixed the base speed multiplier for chemical plants. It was ...
by ignatio
Thu Jul 18, 2019 2:03 pm
Forum: Pending
Topic: [Twinsen] [0.17.47] Remaining cases of inserter directional asymmetry
Replies: 5
Views: 487

Re: [Twinsen] [0.17.47] Remaining cases of inserter directional asymmetry

What was the problem that the 0.17.50 change addressed? Although I didn't collect thorough numbers for 0.17.50 due to the pick-up regressions, I can't recall any night-and-day differences in inserter performance, and the measurements I made in 0.17.45 seemed reasonable overall. There were just a few...
by ignatio
Thu Jul 18, 2019 12:13 pm
Forum: Pending
Topic: [Twinsen] [0.17.47] Remaining cases of inserter directional asymmetry
Replies: 5
Views: 487

Re: [Twinsen] [0.17.47] Remaining cases of inserter directional asymmetry

Yes, things changed quite a bit in 0.17.50, as I mentioned in this later report . I still saw asymmetries, but in different setups. I haven't run the throughput tests since then. I'll do that with the latest version and update both this ticket and the other one. It'd be great if both this and the it...
by ignatio
Thu Jun 20, 2019 12:40 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.50] Regression: inserters get stuck more easily
Replies: 2
Views: 770

[Twinsen] [0.17.50] Regression: inserters get stuck more easily

Inserters are significantly more prone to get stuck picking up items from belts in 0.17.50. I know it is a regression since 0.17.47, when I last ran my inserter throughput tests and opened a bug report about inserters behaving differently in different directions (which they still do, but not in exac...
by ignatio
Sat Jun 08, 2019 11:46 pm
Forum: Pending
Topic: [Twinsen] [0.17.47] Remaining cases of inserter directional asymmetry
Replies: 5
Views: 487

[Twinsen] [0.17.47] Remaining cases of inserter directional asymmetry

Following up on a discussion about inserter rotational asymmetry , I can note that several cases remain, and all of them happen when inserters pick from belts. Here's an example: https://i.imgur.com/i1ach1W.gif As you can see, the east->west inserter is a lot faster than the north->south one, becaus...
by ignatio
Mon Jun 03, 2019 2:38 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 16908

Re: Friday Facts #297 - New resource icons

Thanks for the detailed post. I'll look into it. Cool, thanks! Like I said, some situations might end up being slower because of how things are timed, so one slowdown might be fine compared to the many other speedups. Sure, there aren't a lot of big slowdowns like that afaics. I was more concerned ...
by ignatio
Mon Jun 03, 2019 3:30 am
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 16908

Re: Friday Facts #297 - New resource icons

Thanks for the inserter fixes. Inserter orientation still makes a difference in some cases though. I notice it in particular for long-handed and burner inserters moving items from chest to chest or chest to belt: https://i.imgur.com/bR710OO.gif https://i.imgur.com/XUljxHE.gif In these cases horisont...
by ignatio
Sun Jun 02, 2019 10:12 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [0.16 & 0.17]
Replies: 42
Views: 21750

Re: Production Calculator Google Sheet [0.16 & 0.17]

A few small updates: - The "Resources needed" column now shows ore resources before the mining productivity bonus. (It's still taken into account when calculating the required number of mining drills.) - New measurements of inserter throughput since inserters changed in 0.17.44 and 0.17.45. - Work a...
by ignatio
Sat May 25, 2019 8:25 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [0.16 & 0.17]
Replies: 42
Views: 21750

Re: Production Calculator Google Sheet [0.16 & 0.17]

I've updated the 0.17 sheets to accurate inserter throughputs. Chest → belt is slightly faster, which I believe is due to the better belt compression (4 items per belt lane per tile instead of the 3.56 in older versions). Belt → chest figures are somewhat lower, even though inserters ought to be a b...
by ignatio
Tue May 14, 2019 3:55 pm
Forum: Not a bug
Topic: [0.17.38] Crash during autosave
Replies: 5
Views: 214

Re: [0.17.38] Crash during autosave

Dunno, you think it's solar winds? ;)

Jokes aside, could flaky graphics memory cause the bit error in my case? Or is it enough that I test main memory? (I haven't doubted the mobo so far, only the graphics card.)
by ignatio
Sat May 11, 2019 10:36 pm
Forum: Not a bug
Topic: [0.17.38] Crash during autosave
Replies: 5
Views: 214

[0.17.38] Crash during autosave

I've been getting intermittent crashes during autosave since the last couple of updates. Not sure in exactly which version it started happening, but it ought to be within the last two weeks, i.e. since 0.17.35 or so. When it crashes, some data gets written to the new save ending with .tmp.zip, but i...
by ignatio
Sat May 04, 2019 10:24 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 16259

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

I heard about this game from CGP Grey on YouTube mentioning he was addicted to it and including some references to it in Easter Eggs in his videos. I'm sure he'd give a great endorsement if you sponsored one of his videos. Like this one: https://youtu.be/AM1-ecnQsm4?t=98 Gold. :) (He's only at 1500...
by ignatio
Sat May 04, 2019 2:11 pm
Forum: Won't implement
Topic: Reload mod(s)
Replies: 12
Views: 7045

Re: Reload mod(s)

Apologies for necro'ing an old thread, but since this is the top search hit for "factorio reload mod" and is in "Won't implement", I thought it worth pointing out that there is a function to simplify mod reloading. From the LuaGameScript docs : reload_mods() Forces a reload of all mods. Note: This w...
by ignatio
Fri May 03, 2019 1:24 am
Forum: Minor issues
Topic: [0.17.35] Extra "parameters" level in LuaArithmeticCombinatorControlBehavior
Replies: 1
Views: 160

[0.17.35] Extra "parameters" level in LuaArithmeticCombinatorControlBehavior

The parameters for an arithmetic combinator resides in LuaArithmeticCombinatorControlBehavior.parameters.parameters. From https://lua-api.factorio.com/latest/LuaControlBehavior.html#LuaArithmeticCombinatorControlBehavior.brief I expected one level of "parameters". To reproduce: Place an arithmetic c...
by ignatio
Thu May 02, 2019 11:59 am
Forum: General discussion
Topic: Accurate belt segment measurements
Replies: 8
Views: 1252

Re: Accurate belt segment measurements

In other words, how would one start the inserter at the appropriate time to ensure the throughput is highest? That's a good question. It might be possible to sense the items on a belt tile before the inserter and use a few combinators to start the inserter at the right moment. However a problem wit...
by ignatio
Wed May 01, 2019 9:55 pm
Forum: General discussion
Topic: Accurate belt segment measurements
Replies: 8
Views: 1252

Re: Accurate belt segment measurements

Cool, I'm glad it's appreciated! :)
by ignatio
Sat Apr 27, 2019 7:04 pm
Forum: General discussion
Topic: Accurate belt segment measurements
Replies: 8
Views: 1252

Re: Accurate belt segment measurements

It wasn't only out of idle curiosity, although that is a perfectly sufficient reason in my book. ;) Just to give an example of why belt positions can matter, in these two cases the only difference is that the bottom lane has started one tick later (both inserters use max stack size). The inserter on...
by ignatio
Sat Apr 27, 2019 4:14 pm
Forum: General discussion
Topic: Accurate belt segment measurements
Replies: 8
Views: 1252

Re: Accurate belt segment measurements

Well, I think it's interesting to understand the belt mechanics more deeply. In "normal" gameplay it's arguably not of much practical value, but then again people are doing all sorts of cool things in Factorio that isn't "normal" gameplay, and then it might be useful. The reason I got into it was th...
by ignatio
Sat Apr 27, 2019 3:48 pm
Forum: General discussion
Topic: Accurate belt segment measurements
Replies: 8
Views: 1252

Accurate belt segment measurements

I found myself wondering exactly how long belt segments are, or more precisely how long it takes for an item to get from one end to the other. The wiki page (as of the time of this posting) tells us that straight segments have 32 "slots", which are travelled 1 slot per tick on a yellow belt, hence i...
by ignatio
Mon Apr 22, 2019 11:24 pm
Forum: Ideas and Suggestions
Topic: Delete signal cables when stamping blueprints on top of existing entities
Replies: 0
Views: 94

Delete signal cables when stamping blueprints on top of existing entities

TL;DR Modify the stamping of blueprints to remove red and green cables from overlapping entities on the ground when there are no cables between them in the blueprint. What ? When a blueprint is stamped out on top of existing entities, it replaces the settings in them and adds any red and green cabl...

Go to advanced search