Search found 65 matches

by burner
Fri Sep 10, 2021 2:49 pm
Forum: Technical Help
Topic: Train time use
Replies: 1
Views: 784

Train time use

Hi, I try optimize my seablocks base to better performance. I notice that trains take 2ms even almost all trains are at stop. Is there any kind thumb of rules what kind things need cpu time in trains? Currently most of trains will stand at destination full mode so I start wonder that will it check a...
by burner
Mon Aug 16, 2021 3:57 pm
Forum: Ideas and Suggestions
Topic: optimize low hanging fruits from pumps
Replies: 2
Views: 1351

Re: optimize low hanging fruits from pumps

Here https://nc.fsol.fi/s/NgTE3L3sCPpZ5ae It is sea blocks base. I also made rar of current mods and capture some performance statistics. Here is article what I start read after I start struggle with fps/ups https://www.reddit.com/r/technicalfactorio/comments/onnys7/seablock_053_20000_spm_over_60_up...
by burner
Sat Aug 14, 2021 9:22 am
Forum: Ideas and Suggestions
Topic: optimize low hanging fruits from pumps
Replies: 2
Views: 1351

optimize low hanging fruits from pumps

After lot of own tests and reading articles looks that pumps are not optimized wery well. And looks that there may have some low hanging fruits to do. A) pumps take cpu time even they are not powered. I assume that this would be easiest thing to fix. b) pumps take same cpu time even they are not doi...
by burner
Fri Aug 13, 2021 2:57 pm
Forum: Gameplay Help
Topic: pump optimization
Replies: 0
Views: 793

pump optimization

Hi, I try build high sps base at seablocks. My current problem is that my ryzen 9 3900X starts bottleneck gameplay. I look that pumps are currently most time consuming item. And yest I have 21400pcs of those. Looks that pumps take same time are they powered or not. Also signal network does not help ...
by burner
Tue Aug 11, 2020 9:02 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 418
Views: 268710

Re: Performance optimization - post your saves

I am interested how to optimize factory at nowadays. At some point one thumb of rule was that use bots instead of belts. Is it still valid at most of cases (specially with extra cargo slots)? How insterter activity is triggered in call stack level? I mean that at tick will inserter check that is the...
by burner
Tue Jul 14, 2020 7:14 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 97363

Re: [0.16] Space Extension Mod (SpaceX)

Too late for that :) I use sea blocks module pack but question is what to do next.
by burner
Sun Jul 12, 2020 8:30 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1374468

Re: Bugs & FAQ

Hi Guys i think i just found a bug since the last update of angel refining or this is my seablock that is bug but i can lets you see since last update this week ore sorting the crushed cupric ore is creating Something went wrong ( recipe ) and below it tell me you are missing dependencies or someth...
by burner
Sun Jul 12, 2020 3:59 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1374468

Re: Bugs & FAQ

Yup. I also find one something went wrong receipt from seablocks. But not sure is it just removed receipt or bug:
Annotation 2020-07-12 185804.png
Annotation 2020-07-12 185804.png (260.68 KiB) Viewed 7189 times
by burner
Sun Jul 12, 2020 10:19 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 97363

Re: [0.16] Space Extension Mod (SpaceX)

SpaceX is nice addon but I think it needs more goals. Lot more. Many of items was quite simple so that they need only few items. I like to see items what need lot of different kind items. Maybe death star what need 1000pcs of satellite, 1000 thursters, 1000 fuel cell, 1000 protection field, 1000 fus...
by burner
Sun Jul 12, 2020 9:44 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1374468

Re: Bugs & FAQ

Thank you. When next release will come out? With 2 palyer multiplayer server hot fix is doable but not preferred :)
by burner
Sun Jul 12, 2020 8:39 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1374468

Re: Bugs & FAQ

Sure. Here it is.
by burner
Sun Jul 12, 2020 8:22 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1374468

Re: Bugs & FAQ

Not sure is this bug of sea blocks or Angels mods but after updating mods to newest version to get HF Gas cycle working Lithium Chloride recipe vanish.
by burner
Sun Jul 12, 2020 8:17 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1084184

Re: [0.18] Sea Block Pack 0.4.8

Lowest0ne wrote: ↑
Sat Jul 11, 2020 9:54 pm
burner wrote: ↑
Sat Jul 11, 2020 2:10 pm
Looks that there is no recipe for lithia salt. So all lithium producst are broken
I'm seeing that the recipe is using brown algae.
Do you have newest mods? It is how it was. But after updating mods it just dissapear.
by burner
Sat Jul 11, 2020 2:10 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1084184

Re: [0.18] Sea Block Pack 0.4.8

Looks that there is no recipe for lithia salt. So all lithium producst are broken
by burner
Wed Jul 08, 2020 8:51 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1084184

Re: [0.18] Sea Block Pack 0.4.8

So spaceX completed. What next? Is there compatible mods what give more goals?
by burner
Mon Jul 06, 2020 9:24 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1374468

Re: Bugs & FAQ

One more bug. Deuterium fuel cell production allow add productivity module. That will produce lead from thin air when used fuel cells are resycled.
by burner
Mon Jul 06, 2020 6:59 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1374468

Re: Bugs & FAQ

Currently it looks that there is way to produce hydrofluoric acid from hydrogen fluorite gas. But not another way around. Also tungesten process eat lot of hydrogen fluorite gas and produce fluorite. But there is no way to change fluorite (or acid) back to gas so I think there is missing chemical pr...
by burner
Tue Jun 16, 2020 3:42 pm
Forum: Ideas and Suggestions
Topic: Notes to all items
Replies: 5
Views: 1761

Re: Notes to all items

An always present note might be a little overbearing, but an optional "help" section in the pause menu would be nice, if it allowed you to basically see the crafting inventory except clicking on something just brings up the explanation/note/hint/whatever. I think it's pretty clear to see ...
by burner
Sun Jun 07, 2020 8:05 am
Forum: Ideas and Suggestions
Topic: Notes to all items
Replies: 5
Views: 1761

Notes to all items

I play mostly as multiplayer. Possibility to write notes for all items would be really usefull. Also some kind small dot to each item where is notes when alt mode is on. That prevents removig item without looking notes first. Those notes can be visible at that info panel where is that "Last use...
by burner
Sun Jan 14, 2018 12:53 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 417443

Re: Friday Facts #225 - Bots versus belts (part 2)

I think that Worker robot cargo size is good research BUT it can be more expensive. Actually I like to see it as infinite research. Reason for that is that when you build mega base you still end up problem where robots eat all ups. With damn expensive research it will not ruin game at start but anot...

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