Search found 54 matches

by mulark
Tue Nov 19, 2019 3:40 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 updating the 1M maps.

3 runs, 3k ticks per run.
UPS Wars 3.png
UPS Wars 3.png (78.01 KiB) Viewed 6572 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: 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
by mulark
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)
26x.png
26x.png (60.73 KiB) Viewed 7231 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: 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...
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: 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...
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: 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.
by mulark
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...
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: 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...
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: 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 ...
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: 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.
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: 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 ...
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: 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...
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: 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.
Screenshot_20190411_185224.png
Screenshot_20190411_185224.png (1.68 MiB) Viewed 3744 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: 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.
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: 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 (...
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: 2744

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

Steps to reproduce: import and build this blueprint: 0eNrNk91OwzAMhd/F1xlqWjYg4k0QqvpjhqU2qdx0opry7jjpLoo2YHADN5Hs+Pjkc5Ij1N2EA5P1YI5AjbMjmKcjjLS3VRdzfh4QDJDHHhTYqo9Riw21yJvG9TXZyjuGoIBsi29gdHhWgNaTJ1y6pWAu7dTXyFLwVR8FgxtF6mx0l3bZzVbBDGajxaIlxmbZzBXIcT27rqzxtTqQiEVxalnKXpvajDEbwXwVKbMo64eKk5uBR4iJYR...
by mulark
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...
by mulark
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...
by mulark
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 ...
by mulark
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...

Go to advanced search