I got around to updating the 1M maps.
3 runs, 3k ticks per run.
Search found 54 matches
- Tue Nov 19, 2019 3:40 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 42002
- Sat Nov 09, 2019 1:39 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 42002
Re: UPS Wars 3 - Electronic Circuits
I have added 1M variants of the two submissions since my initial posting. Testing TBA.
https://drive.google.com/drive/u/0/fold ... kXmbMQPZ4b
https://drive.google.com/drive/u/0/fold ... kXmbMQPZ4b
- Thu Nov 07, 2019 1:09 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 42002
Re: UPS Wars 3 - Electronic Circuits
I got around to running all the 1M scale maps, here's the results.
50 runs, 1k ticks per run (train maps beware)
50 runs, 1k ticks per run (train maps beware)
- Wed Nov 06, 2019 5:08 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 42002
Re: UPS Wars 3 - Electronic Circuits
I took the liberty of cloning each design up to 1M/m since performance scaling is often not linear. I ran each map until it appeared to be stable, then took a save. For trains this meant long times, belt based designs not-so-much. I cloned each map in a chunk aligned manner so it's unlikely that pos...
- Mon Nov 04, 2019 12:55 am
- Forum: Minor issues
- Topic: [0.17.17] Cloning trains doesn't work as intended
- Replies: 2
- Views: 1755
[0.17.74] Cloned rolling stock position mismatch
Screenshot_20191103_174136.png Cloning a rolling stock at a specific position on a curved rail ends up changing its relative position along the rail. Simply take the attached map, run the command, and observe position changing, when we only translated across X. This source locomotive has a speed va...
- Mon Nov 04, 2019 12:15 am
- Forum: Modding interface requests
- Topic: Ability to read/write satisfaction state of Train Schedule
- Replies: 1
- Views: 943
Ability to read/write satisfaction state of Train Schedule
Essentially, some way to read/write how far along a train is in its time_passed/inactivity condition. The other wait conditions could mostly be hacked together with existing API, but it wouldn't really hurt to have them too I think.
- Wed Oct 30, 2019 4:06 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 42002
Re: UPS Wars 3 - Electronic Circuits
On patch smelting to feed GC's, clocking some of the thrashy inserters. Haven't tested it clocking is harmful or helpful, It's only required on the furnaces. Copper cable ends up with only 6 ticks of downtime due to the clocking so at some point I'll swap those out for normal stacks to see how it do...
- Tue Jul 30, 2019 1:40 am
- Forum: Not a bug
- Topic: [0.17.59] clone_entities() and clone() can clone rails off the rail grid
- Replies: 1
- Views: 931
[0.17.59] clone_entities() and clone() can clone rails off the rail grid
/c game.player.surface.clone_entities({entities={game.player.selected}, destination_offset={0,-1}}) If you run such a command hovering on a rail piece, the rail will be cloned to the midpoint of two rail grids. You cannot use create_entity() or teleport() in the same way. Editor's clone doesn't hav...
- Sat May 11, 2019 1:47 am
- Forum: Not a bug
- Topic: [kovarex] [0.17.37] Train paths to blocked signal after specific sequence and never repaths to another viable path
- Replies: 1
- Views: 1122
[kovarex] [0.17.37] Train paths to blocked signal after specific sequence and never repaths to another viable path
Screenshot_20190510_193023.png The northern train will never repath to another station. Confirmed in 0.17.38 as well. Steps to reproduce: With the northern train in manual mode, rebuild the missing rail piece. Turn the northern train to automatic mode. ??? Profit. If the train is in automatic mode ...
- Sat May 04, 2019 6:09 pm
- Forum: Duplicates
- Topic: [0.17.36] Inserter too late/slow when set to ignore Train ID (exclude certain train to load)
- Replies: 1
- Views: 1005
Re: [0.17.36] Inserter too late/slow when set to ignore Train ID (exclude certain train to load)
It takes 1 tick for the train ID to be read and sent to the circuit network.
- Sat Apr 20, 2019 7:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.32] Cloning a rocket silo doesn't preserve auto-launch when silo is ready/readying for launch.
- Replies: 2
- Views: 2380
[Rseding91] [0.17.32] Cloning a rocket silo doesn't preserve auto-launch when silo is ready/readying for launch.
When you clone a rocket silo which is readying or is ready for launch, the auto-launch with cargo setting is visually copied but providing cargo to launch doesn't launch the rocket. If you clone the silo at a time where there is no rocket, or the rocket has already launched, it does auto-launch any ...
- Sat Apr 20, 2019 1:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.32] Entity.clone() doesn't preserve circuit connection to itself
- Replies: 1
- Views: 2076
[Rseding91] [0.17.32] Entity.clone() doesn't preserve circuit connection to itself
If you wire a decider/arithmetic combinator to itself, and then clone it, it does not clone that circuit connection. /c game.player.selected.clone{position={-10.5, 21}} If you instead use clone_entities(), it does clone that connection. /c game.player.surface.clone_entities{entities={game.player.sel...
- Fri Apr 12, 2019 1:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.17.28] Possible to mix fluids using a miner
- Replies: 5
- Views: 3744
[Dominik] [0.17.28] Possible to mix fluids using a miner
Miners placed on uranium ore can cause fluids to mix.
Simply line up two/three pipes containing different fluids and then place the miner.
Simply line up two/three pipes containing different fluids and then place the miner.
- Sat Apr 06, 2019 3:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.25] Power grid overlay shows the overlay of nauvis while on another surface.
- Replies: 1
- Views: 2150
[Twinsen] [0.17.25] Power grid overlay shows the overlay of nauvis while on another surface.
Repro:
Place at least two poles on nauvis.
Turn the power grid overlay on.
Create/go to another surface.
Power grid overlay shows poles of nauvis.
Toggling overlay doesn't fix it.
Only power grid overlay is affected. Robo/turret work as expected.
Place at least two poles on nauvis.
Turn the power grid overlay on.
Create/go to another surface.
Power grid overlay shows poles of nauvis.
Toggling overlay doesn't fix it.
Only power grid overlay is affected. Robo/turret work as expected.
- Sat Mar 23, 2019 10:09 pm
- Forum: Minor issues
- Topic: [0.17.17] Cloning trains doesn't work as intended
- Replies: 2
- Views: 1755
[0.17.17] Cloning trains doesn't work as intended
Screenshot_20190323_155551.png Left setup is the original, right is the clone. Essentially there are a few inconsistencies here: Trains on curved rails usually get rotated when cloned (appears to be anything not cardinal). Seems to be fixed. The connections between rolling stock are not preserved (...
- Thu Mar 21, 2019 12:41 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.16] Undo doesn't preserve circuit connection
- Replies: 2
- Views: 2744
[kovarex] [0.17.16] Undo doesn't preserve circuit connection
Steps to reproduce: import and build this blueprint: 0eNrNk91OwzAMhd/F1xlqWjYg4k0QqvpjhqU2qdx0opry7jjpLoo2YHADN5Hs+Pjkc5Ij1N2EA5P1YI5AjbMjmKcjjLS3VRdzfh4QDJDHHhTYqo9Riw21yJvG9TXZyjuGoIBsi29gdHhWgNaTJ1y6pWAu7dTXyFLwVR8FgxtF6mx0l3bZzVbBDGajxaIlxmbZzBXIcT27rqzxtTqQiEVxalnKXpvajDEbwXwVKbMo64eKk5uBR4iJYR...
- Wed Mar 13, 2019 8:33 pm
- Forum: Won't fix.
- Topic: [0.17.11] Cloning combinators doesn't preserve signals "in flight"
- Replies: 2
- Views: 2172
[0.17.11] Cloning combinators doesn't preserve signals "in flight"
When cloning a set of combinators, for example a memory cell, the signals stored by/on the wires of the combinator are not cloned. The most simple example of this is an arithmetic combinator feeding back into itself, A+1 output A, the cloned combinator will begin the count at 0, not the value the or...
- Wed Mar 13, 2019 8:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.11] Cloning robot based designs can cause cloned bots to fly to another logisitic network
- Replies: 1
- Views: 883
[0.17.11] Cloning robot based designs can cause cloned bots to fly to another logisitic network
Essentially when a region is cloned, if a cloned robot is created before the cloned roboport exists, bots will fly to the nearest network, which can be the original network. Priority should be given to roboports to create them first in a given tick, similar to the rail / rolling stock interaction. M...
- Wed Mar 13, 2019 8:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.11] Cloning a rocket silo doesn't work properly
- Replies: 1
- Views: 2328
[0.17.11] Cloning a rocket silo doesn't work properly
When you clone a rocket silo that has been readied to launch (in the state where one would put a satellite in), it clones the visually readied rocket, however the cloned silo does not have a Rocket inventory associated with it, and any items in the rocket inventory are lost. Rocket result inventory ...
- Wed Mar 13, 2019 2:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.11] Entity.clone() doesn't preserve direction for barrel recipes
- Replies: 1
- Views: 2269
[0.17.11] Entity.clone() doesn't preserve direction for barrel recipes
Assemblers set to barrel/unbarrel fluids don't preserve their rotation after being cloned. Make an asm, set the recipe to one of the barrel ones, and then rotate it. Hover over it and run this command: /c local sel= game.player.selected local clone = sel.clone({position = {sel.position.x, sel.positi...