Search found 58 matches

by mulark
Wed Jul 23, 2025 11:57 pm
Forum: Ideas and Suggestions
Topic: Add per entity timings to --benchmark-verbose
Replies: 0
Views: 102

Add per entity timings to --benchmark-verbose

I would like the F4 show-entity-time-usage timings to be added to --benchmark-verbose.

This would make design optimization easier. Plus would add visibility to footguns one can make while benchmarking.
by mulark
Sat Jul 19, 2025 5:18 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.60] Cloning area that includes silo, rocket, and cargo pod results in cargo pod not properly associated to rocket
Replies: 3
Views: 643

Re: [2.0.60] Cloning rocket silo with cargo pod in rocket not properly associated to rocket

Don't agree that this is a dupe of 105073. Using the editor to select the area that includes the cargo pod should be doing whatever is necessary under the hood to associate the pod to the rocket. Like it already does for the rocket to the silo.
by mulark
Sat Jul 19, 2025 12:49 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.60] Cloning area that includes silo, rocket, and cargo pod results in cargo pod not properly associated to rocket
Replies: 3
Views: 643

[2.0.60] Cloning area that includes silo, rocket, and cargo pod results in cargo pod not properly associated to rocket

Clone a ready to launch rocket silo
07-19-2025, 06-47-22.png
07-19-2025, 06-47-22.png (565.33 KiB) Viewed 643 times
Delete the silo, the non-minable cargo pod is left over
07-19-2025, 06-48-17.png
07-19-2025, 06-48-17.png (347.92 KiB) Viewed 643 times
by mulark
Thu Dec 19, 2024 1:47 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.27] Asteroids/AsteroidChunks with upwards velocity component do not despawn when leaving platform radius
Replies: 2
Views: 470

[2.0.27] Asteroids/AsteroidChunks with upwards velocity component do not despawn when leaving platform radius

Leading to them colliding with edge of generated chunks causing extra chunk explosion particles.

Edit: Checking a few other platforms, it's not just upwards component that lives, though does seem majority do have upward component.
12-19-2024, 06-44-56.png
12-19-2024, 06-44-56.png (216.05 KiB) Viewed 470 times
by mulark
Tue Nov 19, 2019 3:40 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 103
Views: 53348

Re: UPS Wars 3 - Electronic Circuits

I got around to updating the 1M maps.

3 runs, 3k ticks per run.
UPS Wars 3.png
UPS Wars 3.png (78.01 KiB) Viewed 8374 times
by mulark
Sat Nov 09, 2019 1:39 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 103
Views: 53348

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
by mulark
Thu Nov 07, 2019 1:09 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 103
Views: 53348

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)
26x.png
26x.png (60.73 KiB) Viewed 9033 times
by mulark
Wed Nov 06, 2019 5:08 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 103
Views: 53348

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 ...
by mulark
Mon Nov 04, 2019 12:55 am
Forum: Minor issues
Topic: [0.17.17] Cloning trains doesn't work as intended
Replies: 2
Views: 2092

[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 ...
by mulark
Mon Nov 04, 2019 12:15 am
Forum: Modding interface requests
Topic: Ability to read/write satisfaction state of Train Schedule
Replies: 1
Views: 1142

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.
by mulark
Wed Oct 30, 2019 4:06 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 103
Views: 53348

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 ...
by mulark
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: 1137

[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 ...
by mulark
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: 1364

[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 ...
by mulark
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: 1229

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.
by mulark
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: 2743

[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 ...
by mulark
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: 2394

[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 ...
by mulark
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: 4305

[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.
Screenshot_20190411_185224.png
Screenshot_20190411_185224.png (1.68 MiB) Viewed 4305 times
by mulark
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: 2517

[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.
by mulark
Sat Mar 23, 2019 10:09 pm
Forum: Minor issues
Topic: [0.17.17] Cloning trains doesn't work as intended
Replies: 2
Views: 2092

[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 ...
by mulark
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: 3207

[kovarex] [0.17.16] Undo doesn't preserve circuit connection

Steps to reproduce:
import and build this blueprint:

0eNrNk91OwzAMhd/F1xlqWjYg4k0QqvpjhqU2qdx0opry7jjpLoo2YHADN5Hs ...

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