Search found 223 matches

by Peppe
Fri Jul 22, 2016 10:25 pm
Forum: General discussion
Topic: 0.13 on the stable branch?
Replies: 4
Views: 2250

Re: 0.13 on the stable branch?

Didn't the friday fact estimate August 1st for .13 to stable?
by Peppe
Fri Jul 22, 2016 5:07 am
Forum: Mods
Topic: [MOD 0.13.x] Interface Chest - 1.13.2
Replies: 49
Views: 25750

Re: [MOD 0.13.x] Interface Chest - 1.13.2

kasandraen wrote:
It just shifts items between lanes if there is a jam otherwise lets things through at full speed. Should be ~bluebelt speed.
by Peppe
Fri Jul 22, 2016 2:18 am
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 42276

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Wow that was quick. Glad it was simple!

I will have no fear flipping things now.
by Peppe
Thu Jul 21, 2016 5:09 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 42276

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Giving this a try to consolidate mods. I haven't looked at how the blueprint mods do the flipping/saving, so may be easy may be hard, but any thoughts on supporting left/right and diagonal inserters? I think bobs is doing it in a new way, but the traditional way is to have left/right variants of an ...
by Peppe
Thu Jul 21, 2016 2:40 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 35748

Re: [MOD 0.12.x] Rescaled Evolution Factor

Here. I have modified it however. Added config options, altered formulas and balance, and so on, but it should work at least. Spawner kills cap at 120 intead of 60 or 40, whatever it was originally, and decay every 12 minutes, instead of each hour, and it is continous. Pollution has a square root e...
by Peppe
Thu Jul 21, 2016 2:26 pm
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 57083

Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !

@depeter : wao, this one is weird, because it seems to involve factorio memory itself. But it has to do with my mod, because force_mem is one of my variable. Are you running solo or MP ? What factorio version ? Did you try very last version of my mod (1.0.15) ? Would it be possible to upload somewh...
by Peppe
Wed Jul 20, 2016 4:30 pm
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 57083

Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !

Never noticed factorio had a multi threaded menu option... honestly I don't know, but when I look at my 4 cores charge, on a big factory, it seems that 4 cores are working equally around 30-40% Side threads are used to handle few things but main simulation is limited to single thread. I'm not 100% ...
by Peppe
Tue Jul 19, 2016 9:39 pm
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 57083

Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !

@pepe: I also have a 4670k @3.4Ghz, 8Mb ram + SSD. I don't think SSD makes a change once the program is loaded. I'm under win7 home, with factorio x64. But the 4670k has 4 cores and 4 threads no ? The mod is not totally optimised yet, but with this interface simplification, it should already run sm...
by Peppe
Tue Jul 19, 2016 6:58 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 35748

Re: [MOD 0.12.x] Rescaled Evolution Factor

Here. I have modified it however. Added config options, altered formulas and balance, and so on, but it should work at least. Spawner kills cap at 120 intead of 60 or 40, whatever it was originally, and decay every 12 minutes, instead of each hour, and it is continous. Pollution has a square root e...
by Peppe
Tue Jul 19, 2016 5:40 pm
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 57083

Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !

Thx Pepe, I'll check that tonight. I initially thought that selected screen was asking me to select something in game and wonder if that would be better? Like lets say I have a dedicated green circuit production for blue circuits. I don't care about global green circuit production -- i want to high...
by Peppe
Tue Jul 19, 2016 2:03 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 577035

Re: Yuoki Industries - Informations, Suggestions, Questions

My Recycling Machines Mod will not work with Yuoki Industries, for one simple reason. My mod assumes that the recipe name for creating an item/entity is the same as the item/entity name. This is true for vanilla, and also Bob's Mods and 5dim mods. For example: In 'vanilla' for the entity with the n...
by Peppe
Mon Jul 18, 2016 6:11 pm
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 57083

Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !

Ok pepe, I'll check that. Indeed you seem to have a huge list of produced items. It would be great if I can download your map to test it by myslef. EDIT : this "selected" button is to display only the items that are checked in the list. So you can have a subset of items around one recipe ...
by Peppe
Mon Jul 18, 2016 5:49 pm
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 57083

Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !

@Pepe : lag on the recipe list : do you mean the list on the right ? Or at the bottom ? I'll try with yoki. But no, i do not load the list everytime. Just at the beginning. EDIT : I installed yuoki. I have no special lags with the additive recipes. - Can you describe what you are doing when you got...
by Peppe
Mon Jul 18, 2016 5:38 pm
Forum: Yuoki Industries
Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Replies: 164
Views: 109373

Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)

Played with the ore washing side some more to clean it up and see if the basic washer were upgraded to mastercraft if each side could handle it's own line of ore. The answer is yes... and it works out pretty well. I had trouble with water throughput, so switched to electric pumps. I think I only nee...
by Peppe
Mon Jul 18, 2016 5:07 pm
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 57083

Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !

I was just trying out this mod. The % and the input/output indicator are very good. I used it in a creative world to test a long production chain to verify I had 100% duty cycle on the main machines and the expected duty on the support machines. I instantly spotted a machine not working in a pool of...
by Peppe
Mon Jul 18, 2016 4:55 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 213893

Re: [MOD 0.12.16] Upgrade planner - v1.1.9

Version 1.1.12 is out. I included the translations for Russian and German, and made a bugfix. Underground belts were being replaced incorrectly. Now they are. Thanks for the fix to underground belt. I know you are unofficially maintaining this for .13, but I was curious if this mod could direct pla...
by Peppe
Sun Jul 17, 2016 11:06 pm
Forum: Yuoki Industries
Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Replies: 164
Views: 109373

Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)

So I looked at drill bits for dirt and I don't see a good way to use them. I don't see why you would ever use them... The 5x production is not worth the on-going cost when you could just make 4 more diggers and not have an ongoing cost. If I math out the maintenance cost to keep drill bits repaired ...
by Peppe
Sun Jul 17, 2016 4:25 pm
Forum: Yuoki Industries
Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Replies: 164
Views: 109373

Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)

@Mantis it's impressive and looks nice. i never automated capsules in game the whole time or use them (2 years) - lol - (maybe 5 or 10 defenders 1 year ago) @peppe is the maintance-workshop fast enough to keep up with the washers (copper) ? for going crazy ... use drillheads for dirt-digging ;) You...
by Peppe
Sun Jul 17, 2016 12:12 am
Forum: Yuoki Industries
Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Replies: 164
Views: 109373

Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)

That feeling when you forget to leave a path for repaired toolheads back to the ore washers...
rework time
by Peppe
Fri Jul 15, 2016 7:08 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 290996

Re: [MOD 0.13.8] Robot Army. 0.1.44

That's from the rocket bots. In the dev branch this is fixed, and rocket droids no longer do splash damage. If you don't want to try the dev branch code then you should avoid sending rocket bots in your squads because although friendly fire is funny to watch it's expensive and kind of lame when the...

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