Search found 42 matches

by rain9441
Tue Oct 26, 2021 1:40 pm
Forum: Bug Reports
Topic: [1.1.41] Redundant power pole placed while building
Replies: 6
Views: 3146

[1.1.41] Redundant power pole placed while building

When placing inserters and power poles in a line, I am experiencing mysterious extra power poles being placed on some occasions. In this scenario I am placing inserters and then using my hotkey to change what I am building without letting go of the mouse button, and then sometimes letting go of the ...
by rain9441
Sun Feb 14, 2021 1:25 pm
Forum: Not a bug
Topic: [1.1.21] Bizarre inserter behavior when low on power
Replies: 2
Views: 1004

[1.1.21] Bizarre inserter behavior when low on power

When the factory is low on power, inserters are behaving very strangely. In this clip, the inserter is struggling to rotate back to pickup position in a way that is not expected. The pickup location has a belt that is filled sparsely with coal due to power being low. While the inserter is rotating f...
by rain9441
Fri Feb 12, 2021 2:46 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.21] Blueprint containing only landmines does not snap to grid
Replies: 3
Views: 2174

[kovarex] [1.1.21] Blueprint containing only landmines does not snap to grid

Create a new blueprint of landmines and only landmines in any configuration and set the blueprint to snap to grid with absolute positioning.

When placing the blueprint, the blueprint grid is rendered but not respected.
by rain9441
Fri Feb 12, 2021 2:39 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.21] undo not working on editor instant build
Replies: 5
Views: 2674

Re: [kovarex] [1.1.21] undo not working on editor instant build

kovarex wrote: ↑
Thu Feb 11, 2021 7:42 pm
Thanks for the report, it is now fixed for the next version.
YES!!111!!!

I never thought this was a bug, just a sort of limitation of copy/paste not being supported in the editor, so I never thought to report it. But this is a much loved bugfix from me!
by rain9441
Fri Feb 05, 2021 6:21 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 12562

Re: Increase bot queue processing rate

I don't know if skipping concrete jobs entirely if concrete wasn't found is as straightforward as that. A single tile of concrete could be under two different roboport construction areas, and each area may or may not have concrete. If you want to short circuit all the concrete attempts, you'll have ...
by rain9441
Tue Feb 02, 2021 9:48 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 12562

Re: Increase bot queue processing rate

I didn't want to get into complex solutioning as Rseding and other developers at Wube have demonstrated extraordinary skillsets and success in this area. I still would like this suggesting to be the simple idea of increasing the basic number of attempts per tick. I know that strikes most developers ...
by rain9441
Fri Jan 29, 2021 4:10 pm
Forum: Not a bug
Topic: [1.1.19] Construction robots take minutes to react to blueprint place
Replies: 3
Views: 1327

Re: [1.1.19] Construction robots take minutes to react to blueprint place

I posted a suggestion to increase the processing rate for the construction bot job queue here: https://forums.factorio.com/viewtopic.php?f=6&t=94208 Even though this issue has been considered not a bug for a long time, I still think it's worth mentioning that some improvements are still viable. ...
by rain9441
Fri Jan 22, 2021 2:42 pm
Forum: Gameplay Help
Topic: Idle Bots
Replies: 10
Views: 3566

Re: Idle Bots

I have a suggestion to increase the processing rate for the construciton bot queue here (https://forums.factorio.com/viewtopic.php?f=6&t=94208). I wasn't thinking it was a bug so I created a feature request to change the rate at which it processes jobs in order to reduce the latency of the const...
by rain9441
Tue Jan 19, 2021 9:38 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 12562

Re: Increase bot queue processing rate

Per tick performance right now is just checking one job for potential matches (bots available and item available). If you check 10 jobs for potential matches each tick, it'll probably be 10 times more. My testing showed that performance is not entirely dependent on the number of failures. More jobs ...
by rain9441
Tue Jan 19, 2021 6:33 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 12562

Re: Increase bot queue processing rate

Failed attempts are more costly because you have to try it again. Each construction bot job has inevitably 1 successful attempt and N failed attempts. When you have all the materials in the game and the bots can build anything at any time, the processing power required is minimal. When you place hug...
by rain9441
Thu Jan 14, 2021 10:13 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 12562

Re: Increase bot queue processing rate

Well, the thing about tweaking the scheduling algorithm is that the solutions presented are talking about determining whether or not a certain item has a certain trait or piece of data about it (little hope of being built). As far as I know, this doesn't actually exist. If you want to treat items th...
by rain9441
Thu Jan 14, 2021 2:56 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 12562

Re: Increase bot queue processing rate

I did not have a similar experience as you ssilk. Poles and roboports were not prioritized and this is why players place skeleton blueprints that have only poles and roboports in 100% speedruns prior to placing all other entities. Last night I did a test in my 100% planning practice. I changed the b...
by rain9441
Wed Jan 13, 2021 2:47 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 12562

Re: Increase bot queue processing rate

Thue is correct in that it is between 1 and 3. I mistakenly added 1+3 assuming that it could have 1 failure and 3 successes in a single tick. But instead it is just 1 failure or up to 3 successes, but not both. Thue is also correct in regards to the failures being the main problem. If it stayed at 3...
by rain9441
Wed Jan 13, 2021 4:15 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.8] Using hotkeys while dragging power poles does not place item
Replies: 5
Views: 2760

Re: [kovarex] [1.1.8] Using hotkeys while dragging power poles does not place item

I really appreciate this Kovarex. I can't even put it into words. I'm glad we can have the honor to continue to surprise you with new ways we can play :)
by rain9441
Tue Jan 12, 2021 6:55 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 12562

Re: Increase bot queue processing rate

From my testing, I changed max_failed_attempts_per_tick_per_construction_queue to 200 and max_successful_attemps_per_tick_per_construction_queue to 200. Game update went from approximately 0.900ms to 1.00ms. I changed it from 200 back to 1, and it went back to 0.900ms. I then painted a large chunk o...
by rain9441
Tue Jan 12, 2021 2:28 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 12562

Re: Increase bot queue processing rate

If increasing the bot queue causes significant performance, then I'm okay with not making the change. If we believe it *might* impact performance, but there is no actual evidence to support that, then I still push for it to be considered. The thing about performance of the bot queue is... * If you h...
by rain9441
Tue Jan 12, 2021 2:19 pm
Forum: Ideas and Suggestions
Topic: Disallow power poles to be automatically placed over ghosts
Replies: 15
Views: 3212

Re: Disallow power poles to be automatically placed over ghosts

"That would be one step closer to the "blueprint spraying" and so it is not going to happen" IRT just the poles or the follow up recommendation of treating all buildings as "built" for the sake of placement of anything? I am thinking the dragging of poles is a different...
by rain9441
Mon Jan 11, 2021 9:45 pm
Forum: Minor issues
Topic: [kovarex] [1.1.8] Inconsistent placement orientation after placing underground belts
Replies: 4
Views: 1794

Re: [1.1.8] Inconsistent placement orientation after placing underground belts

Ah yes, the link Anti posted is the same issue. I thought I'd make a bug for it as it happens every time I play for years and hasn't been changed but since it is already reported and in the won't fix category, we can probably remove this one.
by rain9441
Mon Jan 11, 2021 8:04 pm
Forum: Minor issues
Topic: [kovarex] [1.1.8] Inconsistent placement orientation after placing underground belts
Replies: 4
Views: 1794

[kovarex] [1.1.8] Inconsistent placement orientation after placing underground belts

When placing undergrounds belts, it is sometimes the case that the player is left with their placement cursor being in the wrong orientation. Dragging an underground belt and then placing belts after is a common practice but in some cases the dragged belts are going the wrong way, leaving the user c...
by rain9441
Mon Jan 11, 2021 7:40 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 12562

Increase bot queue processing rate

In the current version, the system checks 10 (EDIT: CORRECTION, it checks between 1 and 3 by default depending on successes or failures) ghosted entities per tick to see if a construction bot is able to perform the job of building that entity. In many games players will have 1000s of ghosted entitie...

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