Search found 94 matches
- Sat Aug 19, 2017 9:04 pm
- Forum: General discussion
- Topic: Factorio performance hashlife
- Replies: 2
- Views: 1656
Re: Factorio performance hashlife
Well, it's not about concurrent preprocessing like in hashlife. Factorio is designed from the ground-up to be deterministic with vast interdependency. This is the same reason why you cannot multithread Factorio that well. A drill on the otherside of the map would be affected by consuming something l...
- Fri Aug 18, 2017 3:59 am
- Forum: General discussion
- Topic: Will they add more infinite research? Or just current featur
- Replies: 7
- Views: 2305
Re: Will they add more infinite research? Or just current featur
Infinite research would be neat to just make your factory performance just better over time. Here's some random infinite researches that would be pretty nifty to have, of course some of them should have diminishing returns. Stone/Steel furnace productivity/speed/fuel consumption Boiler productivity ...
- Thu Jul 20, 2017 7:42 am
- Forum: General discussion
- Topic: Any way to filter liquids..? (+poll)
- Replies: 10
- Views: 5062
Re: Any way to filter liquids..? (+poll)
If you want a barelling facility, and don't want 6 barelling facilities, you may want this kind of contraption. how do you change the factory's production? Do you have some mod that is just 'barrel whatever liquid it gets' ? No, you would essentially do the same thing as above; but instead of tanks...
- Mon Jul 17, 2017 9:32 am
- Forum: General discussion
- Topic: Infinity water
- Replies: 26
- Views: 13160
Re: Infinity water
A few things: the devs have said they won't add a way to add water, largely because it would make biters pointless. They could add biters which can fly or swim, but they seem to have little interest in doing so. Other than that, if they added all the ideas the community thought they should (many of...
- Mon Jun 19, 2017 11:54 pm
- Forum: General discussion
- Topic: So, I was going to play OpenTTD next but then...
- Replies: 24
- Views: 12143
Re: So, I was going to play OpenTTD next but then...
Well, after playing a bit of OpenTTD... the PBS system in OpenTTD is a little easier to use. Since the train that triggers a PBS signal reserves only the tile segment pieces that the train will run on (instead of a defined block of rail that includes any railway switches, including associated rail i...
- Fri Jun 16, 2017 6:30 am
- Forum: General discussion
- Topic: how many machine until your game getting lag ?
- Replies: 2
- Views: 1367
Re: how many machine until your game getting lag ?
Well, accumulators and solar panels are unified into one calculation. Something like (SolarPanelQuantity * SunlightPercentage * 60kW). So the entire set of wired up solars and accus in one power network only take one calculation for a practically unlimited number of them. The real UPS loss comes fro...
- Tue May 30, 2017 2:09 am
- Forum: General discussion
- Topic: Chest provision
- Replies: 7
- Views: 3538
Re: Chest provision
You don't need to tie your inserters to the logistic network... you just need to wire them to the intermediate chests. KatherineofSky has a great setup for this, which i use in every game. Where you have 9 input/output chests for each Yellow/Red/Blue Belt/Underneathy/Splitter. Even early-game you wo...
- Tue May 30, 2017 1:20 am
- Forum: General discussion
- Topic: IS this a bug or a feature?
- Replies: 5
- Views: 2558
Re: IS this a bug or a feature?
It's not necessarily a bug... it's a timing thing relating to the inserter dropping onto the outside lane directly onto a splitter. The solution is to not insert directly onto splitters, only insert onto belts or underneathies if you want consistent results.
- Sat May 27, 2017 8:03 pm
- Forum: General discussion
- Topic: Underground belt lane splitting, anyone else hate it?
- Replies: 97
- Views: 39379
Re: Underground belt lane splitting, anyone else hate it?
That strikes me as proposing adding a whole additional fiddly and complex layer, solely for the sake of avoiding adding a single, simple, versatile new piece. Imagine needing to build anything large, and needing to open and fiddle with checkboxes for hundreds of those individually! Why, when you co...
- Sat May 27, 2017 5:12 am
- Forum: General discussion
- Topic: Underground belt lane splitting, anyone else hate it?
- Replies: 97
- Views: 39379
Re: Underground belt lane splitting, anyone else hate it?
My main problem with using Undergrounds for lane blocking (the ugliness isn't much of a factor) is that undergrounds don't let me use other undergrounds nearby on the same plane. This is especially noticeable now that red and blue underneathies have extended range. Using 1 Underground for a single l...
- Thu May 25, 2017 10:47 pm
- Forum: General discussion
- Topic: Electric Furnaces vs Steel Furnaces
- Replies: 15
- Views: 52198
Re: Electric Furnaces vs Steel Furnaces
Yep. Electric furnaces are really intended for end-game where you can get extra productivity and speed out of them without needing to feed them chemical fuel directly.
- Thu May 11, 2017 4:29 am
- Forum: Gameplay Help
- Topic: What are the most Up-To-Date Priority Splitter Designs?
- Replies: 9
- Views: 10174
Re: What are the most Up-To-Date Priority Splitter Designs?
Remember belts have a fractional number of items per segment... if you only detect one belt segment, the value of items will "flicker" and reduce the max throughput of your splitter. For a max throughput priority splitter. you need to use the method above, but wire (i think) 9 detector seg...
- Sat May 06, 2017 7:15 pm
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 55864
Re: Loader Poll - Trying to get an idea of what the opinions are
Stack inserters are ~766 items/min chest to belt, and ~1661 items/min chest to chest. You need 3 tiles for the current loader+feeder belt; where you would need 3 stack inserters (and quite a bit of compression and balancing overhead) for the same interface without loaders. These are my suggestions f...
- Tue May 02, 2017 11:59 pm
- Forum: Duplicates
- Topic: [0.15.6] Factorio crashes during loading of old modded maps
- Replies: 1
- Views: 728
[0.15.6] Factorio crashes during loading of old modded maps
Issue: Factorio 0.15.6 crashes during loading of select old maps (log says "139.960 Info Scenario.cpp:133: Map version 0.14.13-2") that have had mod(s) installed. Crashes possibly relate to migrating a save from 0.14.13 with the mod "Warehousing 0.10" installed... to 0.15.6 vanil...