Search found 5372 matches

by mrvn
Wed Oct 12, 2022 7:49 pm
Forum: Gameplay Help
Topic: do resources in factorio go up or down. and at what productivity lvl they switch direction?
Replies: 18
Views: 1063

Re: do resources in factorio go up or down. and at what productivity lvl they switch direction?

oh, my bad. Apparently I was misremembering things. Looking up the actual formula from the wiki, it gives 10% * (level - 3) while costing 2500 * (level - 3). The ratio between them is (2500 * (level - 3) ) / (10% * (level - 3)) = 2500/10%, which is constant. Therefore, given everything else in the ...
by mrvn
Wed Oct 12, 2022 7:38 pm
Forum: Gameplay Help
Topic: how many reactors takes for full consuption of half conveyor of uranium?
Replies: 14
Views: 780

Re: how many reactors takes for full consuption of half conveyor of uranium?

It's not the numbers of reactors that is relevant but the number of GW of power you consume. Running twice the number of reactors but only fueling it every 400s is more efficient. Although the difference becomes rather small at 640 reactors vs 1280 reactors. But you should calculate this for an inf...
by mrvn
Wed Oct 12, 2022 7:28 pm
Forum: General discussion
Topic: why prod modules are important
Replies: 155
Views: 8657

Re: why prod modules are important

Why are you repeating what I wrote?
by mrvn
Wed Oct 12, 2022 12:41 pm
Forum: Gameplay Help
Topic: how many reactors takes for full consuption of half conveyor of uranium?
Replies: 14
Views: 780

Re: how many reactors takes for full consuption of half conveyor of uranium?

It's not the numbers of reactors that is relevant but the number of GW of power you consume. Running twice the number of reactors but only fueling it every 400s is more efficient. Although the difference becomes rather small at 640 reactors vs 1280 reactors. But you should calculate this for an infi...
by mrvn
Wed Oct 12, 2022 12:34 pm
Forum: General discussion
Topic: why prod modules are important
Replies: 155
Views: 8657

Re: why prod modules are important

One prod module is a fixed investment, just like the mining productivity research. The research creates more ore output out of thin air. Essentially, it enlarges every ore resource by the researched factor. The prod modules convert energy into more output of every intermediate material, so they red...
by mrvn
Wed Oct 12, 2022 12:23 pm
Forum: Ideas and Suggestions
Topic: Change fuel inventories to what cargo wagons use
Replies: 4
Views: 540

Re: Change fuel inventories to what cargo wagons use

Not really.

You can have inserters remove from fuel inventories with or without this. While there might be some overlap for changing the trains fuel type the two suggestions are largely independent.
by mrvn
Mon Oct 10, 2022 2:47 pm
Forum: General discussion
Topic: why prod modules are important
Replies: 155
Views: 8657

Re: why prod modules are important

I'm surprised that no one in this thread compared putting speed modules in miners vs productivity modules. The following calculations are assuming that miners are moved to a new patch when the old one depletes. This does ignore the benefit that the patches last longer with prod modules but that is ...
by mrvn
Sat Oct 08, 2022 11:05 am
Forum: Questions, reviews and ratings
Topic: Maze Mod - how get i work?
Replies: 3
Views: 328

Re: Maze Mod - how get i work?

Maybe the maze was just a pre-defined map and not generated. So all you need for that is download the map at the start.

As for things appearing maybe the server runs custom lua scripts, which would send the script to all clients and then all of them run them so nothing desyncs?
by mrvn
Sat Oct 08, 2022 11:01 am
Forum: Modding interface requests
Topic: The ability to "stretch" placing any entity
Replies: 4
Views: 347

Re: The ability to "stretch" placing any entity

There is far more to this than wire distance though. The electric poles remember the last place they could be placed and the entities they would power. Then when next location either doesn't have the wire reach or doesn't power all remembered entities the previous location gets a pole. So for your f...
by mrvn
Fri Oct 07, 2022 2:51 pm
Forum: Ideas and Suggestions
Topic: Output number of alternative viable train stops with same name to the circuit network
Replies: 3
Views: 379

Re: Output number of other viable train stops with same name to the circuit network

You can already do this yourself. You know the limit of each stop and the stop outputs the number of trains targeting the station. So all it takes is subtracting one from the other and having circuit wires between all train stops or using one of the wireless circuit network mods to share the overall...
by mrvn
Fri Oct 07, 2022 2:43 pm
Forum: Gameplay Help
Topic: Why the Decider combinator does not work
Replies: 4
Views: 514

Re: Why the Decider combinator does not work

Not having a blueprint means a lot of this is just guessing. The arithmetic combinator "+1" is supposed to add one to each every tick. And the decider combinator "each < 120" makes it a cyclic counter. There is the first problem. The construct has 2 ticks latency. You actually ge...
by mrvn
Fri Oct 07, 2022 2:32 pm
Forum: General discussion
Topic: Pipe throughput measurements
Replies: 49
Views: 4541

Re: Pipe throughput measurements

Which now makes me wonder why straight pipes don't have directionality. They do have directionality. There are no exceptions. This is how fluid system works: first, all entities are evaluated in their build order, then all active joints are evaluated in order of cardinal directions. Note that every...
by mrvn
Fri Oct 07, 2022 6:22 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108338

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

I think I picked a bad example. With the electrodes only looped internally the block only has the distilled water as input. So you can use the input driven way. I know I had cases with blocks having 2 or more inputs but it's hard to make one up on the spot. It's interesting to see the matrix solver ...
by mrvn
Thu Oct 06, 2022 8:28 am
Forum: Logistic Train Network
Topic: How to build "chained" depot
Replies: 3
Views: 501

Re: How to build "chained" depot

Two important things for this design: 1) Place a chain signal before the entry into the depot. That way trains that get stuck and can't enter the depot for whatever reason will pick another train stop to go to. Without this they would start to enter the depot and then get stuck already on one of the...
by mrvn
Wed Oct 05, 2022 6:23 am
Forum: Logistic Train Network
Topic: LTN stop output gives wrong item count
Replies: 3
Views: 427

Re: LTN stop output gives wrong item count

But what seem to happen is that the items are dumped into the arriving train before LTN output combinator gets programmed. I think this happens at the temporary stop I know the issue, it's been there from day 1, long before temp stops even existed. That's just how inserters operate. They shove thei...
by mrvn
Tue Oct 04, 2022 6:20 pm
Forum: Logistic Train Network
Topic: LTN stop output gives wrong item count
Replies: 3
Views: 427

LTN stop output gives wrong item count

I have a station that provides multiple items and does count perfect loading by removing any excess items. This usually clears all loading inserters so when the next train arrives they pick up the right items and load them. But sometimes a full cargo wagon is requested. That means the inserters fill...
by mrvn
Tue Oct 04, 2022 5:59 pm
Forum: Ideas and Suggestions
Topic: Change fuel inventories to what cargo wagons use
Replies: 4
Views: 540

Change fuel inventories to what cargo wagons use

TL;DR Change the fuel inventory in vehicles, furnaces, boilers, assemblers and inserters to use the same interface and features as cargo wagons. What/Why ? Cargo wagons have features that would be useful for managing fuel in other entities: 1) The inventory size can be limited so inserter only fill...
by mrvn
Tue Oct 04, 2022 5:17 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 429
Views: 151966

Re: Parrallel processing in games & applications

Asynchronous, multithreaded: you hire two more cooks, one to cook eggs and one to cook toast. Now you have the problem of coordinating the cooks so that they do not conflict with each other in the kitchen when sharing resources. And you have to pay them. https://stackoverflow.com/a/34681101/3812928...
by mrvn
Tue Oct 04, 2022 3:52 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 429
Views: 151966

Re: Parrallel processing in games & applications

Asynchronous, multithreaded: you hire two more cooks, one to cook eggs and one to cook toast. Now you have the problem of coordinating the cooks so that they do not conflict with each other in the kitchen when sharing resources. And you have to pay them. https://stackoverflow.com/a/34681101/3812928...
by mrvn
Tue Oct 04, 2022 3:45 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 429
Views: 151966

Re: Parrallel processing in games & applications

Programming for multithreading is a bit like designing a train network in Factorio. In both cases you have to avoid deadlocks. Except in a program, you may have millions or billions of trains each carrying a unique cargo, and you're up against the constraints that you can't have two trains carrying...

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