Search found 83 matches

by Vegemeister
Sun Sep 29, 2019 8:48 pm
Forum: Ideas and Suggestions
Topic: Make fuel slots (in a locomotive, car, tank, furnace...) have a filter
Replies: 8
Views: 334

Re: Make fuel slots (in a locomotive, car, tank, furnace...) have a filter

If I wanted my locomotives to run on a lesser fuel if the preferred fuel was unavailable, I would simply use a priority splitter or circuit priority mechanism.

RIP to you guys, but I'm different.

The argument about furnaces getting their fuels and inputs confused is reasonable, though.
by Vegemeister
Sun Sep 29, 2019 12:47 am
Forum: Ideas and Suggestions
Topic: [0.17.69] Blueprint books sort by selected blueprint and not by book name in player inventory
Replies: 7
Views: 197

Re: [0.17.69] Blueprint books sort by selected blueprint and not by book name in player inventory

It could sort by the concatenation of name, " ", and (whatever the sorting key is now). That'd give predictable behavior for people who name their blueprint books, and degrade gracefully for people who forget. (All unnamed books would sort together.)
by Vegemeister
Wed Sep 18, 2019 3:22 pm
Forum: Ideas and Suggestions
Topic: Have pumps be able to measure throughput
Replies: 4
Views: 211

Re: Have pumps be able to measure throughput

Here's a throughput-measuring contraption that works up to 6000 fluid/s and is precise to the number of significant figures provided by the production screen: meter.jpg 0eNrNmd1umzAUx1+lsrSbjay2Q0hAW+/au91UvZuqiBAnsQYGGZMuqniAvcWebU8yA2tC+LRpluSmKjE+HJ/f+R8fwytY+AmJOGUCOK+AeiGLgfP9FcR0zVw/+03sIgIcsP...
by Vegemeister
Sun Sep 15, 2019 1:41 pm
Forum: Railway Setups
Topic: [Experiment] Unloading 4 compressed blue belts per wagon.
Replies: 154
Views: 24437

Re: [Experiment] Unloading 4 compressed blue belts per wagon.

Won't work in 0.17.68. the splitter priority trick is obsolete. Throughput ≈ 3.76 belts with priority set Throughput ≈ 5.04 belts without priority set sideload splitter trougput comparison.png That's not the splitter priority trick. This is the splitter priority trick: inserter_timing.jpg Still wor...
by Vegemeister
Sat Sep 14, 2019 6:15 pm
Forum: Railway Setups
Topic: How to load 4 blue belts per wagon?
Replies: 48
Views: 4679

Re: How to load 4 blue belts per wagon?

UPS testing results are in, on Reddit. Very promising. The result for the one with splitters may not be correct, because of the problem @eradicator found. Somebody on Reddit just posted the same solution as Vegemeister .... :mrgreen: https://www.reddit.com/r/factorio/comments/d3d3jf/filling_a_train...
by Vegemeister
Fri Sep 13, 2019 3:28 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 17404

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I'm slightly worried about that regular grid pattern in the landfill terrain creating moire artifacts when zoomed out. Didn't the old concrete terrain have that problem? Whichever scaling method Factorio uses at <100% zoom has considerable aliasing. It's especially noticeable on electrical wires. Th...
by Vegemeister
Thu Sep 12, 2019 2:30 pm
Forum: Railway Setups
Topic: How to load 4 blue belts per wagon?
Replies: 48
Views: 4679

Re: How to load 4 blue belts per wagon?

I remember reading something from the Bob's Inserters discourse about inserters with configurable pickup and drop positions being fastest when both are as far as possible from the inserter base. Apparently the inserter speed limit applies to angular speed, or something like that. The best vanilla in...
by Vegemeister
Thu Sep 12, 2019 2:47 am
Forum: Balancing
Topic: 17.xx balancing volume puerple science
Replies: 14
Views: 613

Re: 17.xx balancing volume puerple science

I only play with belts Your play style is more restricted than you think it is. You're not just avoiding bots and trains, you're also avoiding direct insertion, buffered direct insertion, and short internal belts. High volume intermediates are a problem you're supposed to solve by intermingling ass...
by Vegemeister
Thu Sep 12, 2019 2:12 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 106448

Re: Solar panels less of a no-brainer

The thing is, for fluids and electrical entities, I'm pretty sure running at less than full capacity does not reduce the UPS cost. So if you can't use solar exclusively, there's no reason to use it at all, at megabase scale. At sub-megabase scale, it's better to put eff1 modules in things than to bu...
by Vegemeister
Sun Sep 08, 2019 9:46 pm
Forum: Railway Setups
Topic: How to load 4 blue belts per wagon?
Replies: 48
Views: 4679

Re: How to load 4 blue belts per wagon?

This works (the left curve in front of inserter #3 is non-optional):
loader-1-belt-w3.png
loader-1-belt-w3.png (259.76 KiB) Viewed 826 times
However, just because you can doesn't mean you should. @mrvn is right. Just make the train twice as long.
by Vegemeister
Sun Sep 08, 2019 8:41 pm
Forum: Railway Setups
Topic: [Experiment] Unloading 4 compressed blue belts per wagon.
Replies: 154
Views: 24437

Re: [Experiment] Unloading 4 compressed blue belts per wagon.

So, I have a few contributions to this thread. First, a brute force 3-belt-per-side unloader, which is actually 3 single-belt unloaders neslted together: 3-belt-w6.png It's 7 tiles wide and has no unusual alignment constraints, so it works for any number of wagons. Murder on UPS though. Next, a 3 ti...
by Vegemeister
Wed Sep 04, 2019 4:16 am
Forum: Implemented Suggestions
Topic: `zstd -1` on atlas caches could double even SSD read speed
Replies: 7
Views: 624

Re: `zstd -1` on atlas caches could double even SSD read speed

In 0.17.56, there will be config.ini setting "compress-sprite-atlas-cache". At the moment it uses compression level 1, we may change it to -1 in the future. Also it doesn't utilize parallel compression/decompression, so I am not sure if it'll make 350 MB/s resp. 1 GB/s on your PC, but it seemed pre...
by Vegemeister
Wed Sep 04, 2019 2:57 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 277
Views: 55605

Re: Parrallel processing in games & applications

Entities aren't updated in the order they're allocated and additionally virtually all entities that are updatable have dynamically allocated member data or touch other entities/data sets they don't own. So, none of that actually works in a real-world scenario where all things that do logic end up b...
by Vegemeister
Mon Sep 02, 2019 4:53 pm
Forum: Implemented Suggestions
Topic: Mod portal website should not use image-rendering CSS property
Replies: 2
Views: 146

Mod portal website should not use image-rendering CSS property

The mod portal website is currently displaying screenshots with image-rendering: pixelated or image-rendering: -moz-crisp-edges, whichever is supported. This causes the browser to use the nearest-neighbor resampler, which makes text nearly illegible and is otherwise unattractive. First screenshot fr...
by Vegemeister
Sat Mar 23, 2019 8:15 am
Forum: Ideas and Suggestions
Topic: propulsion power of bidirectional trains
Replies: 62
Views: 6670

Re: propulsion power of bidirectional trains

Bump, so as not to just be urgin' for a mergin'. The way it is now, there's practically no reason to ever use bidirectional trains. Their only advantage over single-headed trains is that you save a little space around stations and don't have to use underground belts to cross the exit tracks. Without...
by Vegemeister
Fri Mar 22, 2019 7:02 pm
Forum: Ideas and Suggestions
Topic: Fixing the power bars.
Replies: 19
Views: 1275

Re: Fixing the power bars.

And similarly for production: the maximum should if all generators (except accumulators) were producing at full rate. This IS very useful info. All electric producers can be reasonably expected to operate at 100%. If they can't it almost always means something is wrong (or the sun is going down). S...
by Vegemeister
Fri Mar 15, 2019 10:07 am
Forum: Not a bug
Topic: [0.17.1] multisampling-level has no effect
Replies: 7
Views: 380

Re: [0.17.1] multisampling-level has no effect

For 0.17.12 I've added "force-linear-magnification" setting to config.ini Wow, thanks! I can't stop staring at the assembler animation. With linear upscaling, and essentially zero frame drops, it's so smooth! On top being able to bind enter/exit vehicle to F again, I think 0.17.12 is my 2nd favorit...
by Vegemeister
Wed Mar 13, 2019 9:36 pm
Forum: Not a bug
Topic: [0.17.11] CTRL+Z while holding a blueprint deletes the blueprint [EDIT: Mod Issue not vanilla]
Replies: 4
Views: 165

Re: [0.17.11] CTRL+Z while holding a blueprint deletes the blueprint

Do you use the Picker Extended mod? It has a "zap blueprint on cursor" functionality bound to ctrl-z by default. And if you unbind it, disabling and re-enabling the mod will re-bind it again, because, as far as I can tell, mod keybindings are stored in config.ini with everything else, instead of in ...

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