Search found 20 matches

by JihadJ0e
Sat Sep 19, 2026 4:34 pm
Forum: Minor issues
Topic: [2.1.17] Poor Performance (UPS) with Large Number of Landing Pad Unloading Bays
Replies: 7
Views: 600

Re: [2.1.17] Poor Performance (UPS) with Large Number of Landing Pad Unloading Bays

As a follow-up, turning off the spoil priority appears to have fairly signifyingly improved the performance. It's not perfect, it's not amazing, but its good enough.

Disabling the inserters until there are at least 2k of each required science packs for sure improves things, but only to a point ...
by JihadJ0e
Wed Sep 09, 2026 6:29 pm
Forum: Minor issues
Topic: [2.1.17] Poor Performance (UPS) with Large Number of Landing Pad Unloading Bays
Replies: 7
Views: 600

Re: [2.1.17] Poor Performance (UPS) with Large Number of Landing Pad Unloading Bays


After looking at this save, it resembles https://forums.factorio.com/135964 as there are multiple inserters with spoil priority configured contributing most to the spike. You should be able to reduce the cost by removing spoil priority from inserters taking from cargo landing pad.


Great, I'll ...
by JihadJ0e
Wed Sep 09, 2026 6:28 pm
Forum: Minor issues
Topic: [2.1.17] Poor Performance (UPS) with Large Number of Landing Pad Unloading Bays
Replies: 7
Views: 600

Re: [2.1.17] Poor Performance (UPS) with Large Number of Landing Pad Unloading Bays

With Resding91's explanation I THINK I was able to completely fix this by disabling the inserters until there are at least 2k of each required science packs in the landing pad; since the inserters are already busy, they don't get bogged down evaluating every drop, a little hackey, but I'll take it ...
by JihadJ0e
Wed Sep 09, 2026 4:21 pm
Forum: Minor issues
Topic: [2.1.17] Poor Performance (UPS) with Large Number of Landing Pad Unloading Bays
Replies: 7
Views: 600

[2.1.17] Poor Performance (UPS) with Large Number of Landing Pad Unloading Bays

Greetings,

I have a fairly large base, and overall performance is excellent. I generally sit at a solid 60 UPS. The exception is when the cargo landing pad on Nauvis receives a large shipment, at which point UPS can drop to around 15 for a second or two. As the base has grown, this has become more ...
by JihadJ0e
Thu Jul 09, 2020 1:43 am
Forum: Not a bug
Topic: [0.18.6] En route trains stop when target station is disabled
Replies: 6
Views: 2876

Re: [0.18.6] En route trains stop when target station is disabled

Confirming that the train schedule is good and that the other station is opened.

As I said, I can manually click on the 'Copper Ore Smelter 06 : Pickup' station and the train travels to it. It just dosn't do it automatically...

Completely open to the possibly that I am a bone head and missed ...
by JihadJ0e
Wed Jul 08, 2020 2:16 am
Forum: Not a bug
Topic: [0.18.6] En route trains stop when target station is disabled
Replies: 6
Views: 2876

[0.18.6] En route trains stop when target station is disabled

I am experiencing an issue where all trains that are traveling to a station will NOT skip over that station if the station is disabled en route. The train instead comes to a dead stop and waits on the tracks until the original target station is enabled while displaying "No Path". If I manually tell ...
by JihadJ0e
Sun Dec 24, 2017 2:38 am
Forum: Resolved Problems and Bugs
Topic: [0.16.5] Picking up a tank kills the player
Replies: 6
Views: 4448

Re: [0.16.5] Picking up a tank kills the player

Wheybags fix in 16.6 seems to be what fixed it. The fix in 16.7, where you can not mine a vehicle you are in - is really frustrating, and is perhaps not really necessary anymore.

The big issue for me is that you have to press enter to enter/exit vehicles - which means I have to take my hand off the ...
by JihadJ0e
Fri Dec 22, 2017 8:39 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Replies: 27
Views: 20843

Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug

Looking more closely at the overlapped text I'd like to propose an alternative solution - get rid of the text in that dialog altogether. It adds very little anyways as the dialog is really for configuring the tank and not managing fluid levels.
by JihadJ0e
Fri Dec 22, 2017 3:39 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Replies: 27
Views: 20843

Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug

I really liked the previous mechanic, and thought it was plenty intuitive. The default of being a single tank also made sense and did not over complicate things for beginners.

Splitting the wagon into three independent tanks is better then bad, but still not as good as the previous mechanic ...
by JihadJ0e
Tue Dec 19, 2017 8:12 am
Forum: Resolved Problems and Bugs
Topic: [0.16.5] Picking up a tank kills the player
Replies: 6
Views: 4448

Re: [0.16.5] Picking up a tank kills the player

Just tested this out, and it works great. If there is not sufficient inventory space to hold everything it does not let you collect it, if there is you pick it up. I would say that this is perfect.

Thank you and have a great day
by JihadJ0e
Tue Dec 19, 2017 3:12 am
Forum: Resolved Problems and Bugs
Topic: [0.16.5] Picking up a tank kills the player
Replies: 6
Views: 4448

[0.16.5] Picking up a tank kills the player

Not sure if this is a new bug. If you attempt to collect a tank that you are inside of while moving and do not have sufficient space to store the tank and accessories you will die.

If you repeat the same actions as above, but come to a full stop first you become trapped under the tank, unable to ...
by JihadJ0e
Mon Dec 18, 2017 7:43 am
Forum: Duplicates
Topic: [0.16.5] Game crashes when tank crashes into a power pole
Replies: 1
Views: 1749

[0.16.5] Game crashes when tank crashes into a power pole

There are a few other bugs related to game crashes and power poles - I'm not sure if this is the same bug.

I was driving a tank the wrong way down some train tracks and collided into a big power pole and destroyed it while someone was joining the multiplayer game.

Looking at the stack trace I ...
by JihadJ0e
Sun Jul 02, 2017 7:32 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Replies: 75
Views: 85589

Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content

What if we could attach red / green wires to the rail segments? When a train was over that rail segment it would send the selected information to the circuit network ?

I believe it would be more meaningful to connect rail signals to the circuit network instead of individual track pieces. Whenever ...
by JihadJ0e
Sun Jul 02, 2017 3:16 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Replies: 75
Views: 85589

Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content

What if we could attach red / green wires to the rail segments? When a train was over that rail segment it would send the selected information to the circuit network ? This would be consistent with how the conveyor belts work and could probably be abused in all sorts of interesting ways. It could ...
by JihadJ0e
Thu Jun 29, 2017 1:43 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Replies: 75
Views: 85589

Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content

life wrote:Dear JihadJ0e!
If the railcar arrives empty for loading fuel, it is possible to count the required number of 400 items of fuel in each railcar...
Each rail car has a fairly random amount of stock when it arrives. I suppose I COULD completely unload it then reload it.
by JihadJ0e
Sun Jun 25, 2017 5:47 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Replies: 75
Views: 85589

Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content

Dear JihadJ0e!
Simple method to read the contents of the train and read the contents of the manipulators constantly. For a railcar to use 1 arm loading up to 400 on one item and the other handles up to 394 using the signals from the box on the same network.
Or limit all manipulators to 394 for ...
by JihadJ0e
Sun Jun 25, 2017 12:33 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Replies: 75
Views: 85589

Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content

The design I was attempting to achieve was to honorably abuse the feature where trains stop at each station with the same name. I have a number of large factories on a one way circular track. Every train has three stops, a Resource X stop, a Rocket Fuel stop, and a Exit stop. Every single train ...
by JihadJ0e
Sat Jun 03, 2017 4:32 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Replies: 75
Views: 85589

[Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content

If an inserter was enabled, and was unable to insert the hand content because the destination was full, then is subsequently disabled or unpowered it will still insert the hand contents into the next non-full receptacle.

Stop-Inserting.png

This especially breaks conditional loading of trains as ...

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