Hi!
This is a very interesting development lately. I've always tried to build factories without bots b/c I think it's more fun. Ever since I realized how complex it is to build optimal belt setups I wished that there would come some improvement. As has been pointed out, there are some quirks that ...
Search found 160 matches
- Fri Jan 12, 2018 10:08 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 450005
- Fri Mar 24, 2017 7:36 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 78937
Re: Friday Facts #183 - Aiming for the release date
It was overall much more complicated than expected.
Oh, I never heard that phrase from a developer before! :lol:
This is all very good news. I like the polishing work you're doing. It just makes the game a lot nicer.
About the release date: I personally don't care a lot about that it's ...
Oh, I never heard that phrase from a developer before! :lol:
This is all very good news. I like the polishing work you're doing. It just makes the game a lot nicer.
About the release date: I personally don't care a lot about that it's ...
- Fri Mar 03, 2017 8:15 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 100208
Re: Final (Maxed) Designs
I like it, too. Good attention to details. Using a two-row design is very clever, it didn't cross my mind before.. I always had one long row. Using two rows eliminates usage of blue belts within the furnace block. It also uses less beacons. Each row adds an additional 15 beacons, whereas a 1-row ...
- Thu Mar 02, 2017 4:29 pm
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 41070
Re: Challenge: Build the fastest glider (and win something!)
Well, it currently can only copy the wall (and control zone) exactly as it is (it's reusing the same blueprint to copy&paste areas across), but i did tweak it some last night so it now has auto-advance mode. Can't decide now If I should hook in the circuit i've got to craft chests from the waste ...
- Thu Mar 02, 2017 10:36 am
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 41070
Re: Challenge: Build the fastest glider (and win something!)
Well, it's not technically a glider (it's still only semi-automatic, and requires periodic exchange of items and a power tether), but I think you'll all enjoy it anyway:
[..]
A rolling wall, for clearing land on a waterless ribbon world.
Haha nice! Maybe this one is useful in a multiplayer game ...
[..]
A rolling wall, for clearing land on a waterless ribbon world.
Haha nice! Maybe this one is useful in a multiplayer game ...
- Wed Mar 01, 2017 4:49 pm
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 41070
Re: Challenge: Build the fastest glider (and win something!)
My glider is 10x4 at start. While running it's about 20~25 tiles or so wide (unless bots "forget" to pick some stuff up then need to go back and pick it up -.-).
What, so small? But you've got more stuff in a chest? I can't wait to see your solution when the competition is over :)
I wonder if ...
- Fri Feb 24, 2017 4:09 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 69461
Re: Demand rebalancer/inverse rebalancer
In both cases 6 mines stopped working. So adding a lane balancer there would not change the fundamental problem of unequal miner usage, it just changes the layout.
With the latter case there's 9 tiles of belt which can now be removed. :D
While true, I suspect that a lane balancer is costlier ...
With the latter case there's 9 tiles of belt which can now be removed. :D
While true, I suspect that a lane balancer is costlier ...
- Thu Feb 23, 2017 9:19 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 69461
Re: Demand rebalancer/inverse rebalancer
I believe he means that instead of the ore tiles on one side of the conveyor getting emptied first, you'll change the problem to all the ore tiles furthest away from the mine's output getting emptied first. Mathematically, I suspect both result in the same output-over-lifespan.
I still don't get ...
I still don't get ...
- Wed Feb 22, 2017 9:24 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 69461
Re: Demand rebalancer/inverse rebalancer
Front/back? I don't get it, can you elaborate?
- Sun Feb 12, 2017 4:48 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 69461
Re: Demand rebalancer/inverse rebalancer
What value do lane balancers add? If anything they just increase the amount of product wasted on a belt. If the product backs up into the forging area it is going to stop 4 forges on the left side or 4 forges at the end (if it is balanced). Either way things will reach an equilibrium. Also what is ...
- Sun Feb 12, 2017 11:41 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 100208
Re: Final (Maxed) Designs
Here's a smelting from dragontamer5788 that someone else referenced in another thread, it is more compact:
https://forums.factorio.com/download/file.php?id=15564
9x70 design. 630 tiles for fully compressed input and output per line. For a grand total of 1890 tiles if this design were to scale ...
https://forums.factorio.com/download/file.php?id=15564
9x70 design. 630 tiles for fully compressed input and output per line. For a grand total of 1890 tiles if this design were to scale ...
- Sat Feb 11, 2017 12:19 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 100208
Re: Final (Maxed) Designs
Here's a smelting from dragontamer5788 that someone else referenced in another thread, it is more compact:
https://forums.factorio.com/download/file.php?id=15564
9x70 design. 630 tiles for fully compressed input and output per line. For a grand total of 1890 tiles if this design were to scale ...
https://forums.factorio.com/download/file.php?id=15564
9x70 design. 630 tiles for fully compressed input and output per line. For a grand total of 1890 tiles if this design were to scale ...
- Thu Feb 09, 2017 10:20 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 69461
Re: Demand rebalancer/inverse rebalancer
How the piece below functions:
INPUT either lane -> OUTPUT divides equally between both lanes
https://s30.postimg.org/vl70bigdd/lanetobelt.png
This one is not reliable, it quickly starts to fail. Watch this example where it does no balancing at all:
https://media.giphy.com/media ...
- Tue Feb 07, 2017 10:19 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 69461
Re: Demand rebalancer/inverse rebalancer
Here's an updated GIF that compares all sorts of relevant setups. This should ultimately answer all questions and put an end to any doubts. I've taken care that the inserters only take one item a time from one belt side. Maybe you can include that in the wiki page @bilka. Or would you want a smaller ...
- Thu Feb 02, 2017 11:25 pm
- Forum: General discussion
- Topic: Becons and Modules
- Replies: 8
- Views: 4082
Re: Becons and Modules
Maybe I just need an end game factory that spans 10,000s of tiles before I will appreciate the need to make things more compact.
Mhh my reasoning was like that: If you plan bases with 100k-200k per minute iron/copper plate production rate (or 1 rocket per minute) with max prod and speed you need ...
Mhh my reasoning was like that: If you plan bases with 100k-200k per minute iron/copper plate production rate (or 1 rocket per minute) with max prod and speed you need ...
- Thu Feb 02, 2017 11:10 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 102381
Re: Circuit network features for 0.15
Just found that post.
Stack / Filter Inserter: set item filter and stack size
There is a 1 constant combinator solution if you abuse integer overflow: https://forums.factorio.com/viewtopic.php?f=193&t=35380
That's the best work around I've seen, but it's still only a work around only working ...
Stack / Filter Inserter: set item filter and stack size
There is a 1 constant combinator solution if you abuse integer overflow: https://forums.factorio.com/viewtopic.php?f=193&t=35380
That's the best work around I've seen, but it's still only a work around only working ...
- Thu Feb 02, 2017 11:04 pm
- Forum: Combinator Creations
- Topic: One item inserter
- Replies: 1
- Views: 1810
Re: One item inserter
You're late to the party ;-)
I've already posted it a while ago: https://forums.factorio.com/viewtopic.php?f=193&t=35380
Needs just 1 constant combinator, you can set any stack size and it also works with filter inserters.
In fact if you only want to set the stack size for non-filter inserters, you ...
I've already posted it a while ago: https://forums.factorio.com/viewtopic.php?f=193&t=35380
Needs just 1 constant combinator, you can set any stack size and it also works with filter inserters.
In fact if you only want to set the stack size for non-filter inserters, you ...
- Thu Feb 02, 2017 5:05 pm
- Forum: Combinator Creations
- Topic: Balanced Ordering Service
- Replies: 5
- Views: 3535
Re: Balanced Ordering Service
However, your solution cant drop anything from final chest.
It does not need to drop anything from the final chest - it will never get too many items delviered in the first place. Unless you put something into it manually.
And your stack inserter work about 1/3 - 1/2 speed since it take items ...
It does not need to drop anything from the final chest - it will never get too many items delviered in the first place. Unless you put something into it manually.
And your stack inserter work about 1/3 - 1/2 speed since it take items ...
- Thu Feb 02, 2017 5:00 pm
- Forum: General discussion
- Topic: how to sign up for 0.15 beta.
- Replies: 12
- Views: 8741
Re: how to sign up for 0.15 beta.
Jump and click your heels together while speaking "Abracadabra!" *scnr*shunsicker1 wrote:How do we get access to the 0.15 experimental version?
- Thu Feb 02, 2017 4:48 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 241118
Re: Parrallel processing in games & applications
I'm fairly certain that factorio devs themselves have ran benchmarks on the actual code itself while trying various solutions.
They have vastly better overview of where the bottlenecks exist and why. No amount of synthetic benchmarks are as useful as running a game session through VTune.
It ...
They have vastly better overview of where the bottlenecks exist and why. No amount of synthetic benchmarks are as useful as running a game session through VTune.
It ...