Search found 21 matches

by kfsone
Wed Oct 17, 2018 5:41 am
Forum: Technical Help
Topic: Lan-play perf issue
Replies: 3
Views: 1592

Re: Lan-play perf issue

Her UPS , like mine, holds steady at 60, with the occasional flicker of 59.9. Her FPS generally hovers around 60 but dips down to 15, but the show-time-usage says render is generally 4/4.5/20 and update is 5/3/7. I used ETW and WinDebug and even when her FPS drops to 15, CPU use doesn't go above 30%...
by kfsone
Sun Oct 14, 2018 11:52 pm
Forum: Technical Help
Topic: Lan-play perf issue
Replies: 3
Views: 1592

Lan-play perf issue

My wife's PC (i7-7700T 2.9G, Intel 630) plays the game fine under most conditions. 3 days ago she logged out of our home lan game and the next day Factorio was significantly slower starting up, ultra slow "Catching up..." and almost impossible to play once she entered the Lan game due to a...
by kfsone
Mon Oct 01, 2018 11:34 pm
Forum: Logistic Train Network
Topic: Depots and stacks
Replies: 6
Views: 3061

Re: Depots and stacks

I won't implement chained deliveries from requesters because it's highly unlikely a new request is triggered with a provider nearer to a train in a requester than the depot. Awesome - this might actually be useful to work into the intro page, because it does factor into layout design - i.e don't pu...
by kfsone
Mon Oct 01, 2018 7:23 am
Forum: Logistic Train Network
Topic: Depots and stacks
Replies: 6
Views: 3061

Re: Depots and stacks

Instead of "Comptroller" you could call it "Check LTN for work"

Now, when LTN assigns a train a schedule it might look like this:

Code: Select all

1. LTN Depot,
2. Oil Provider,
3. Oil Requester,
4. Check LTN for work,
5. LTN Depot
by kfsone
Mon Oct 01, 2018 7:12 am
Forum: Logistic Train Network
Topic: Depots and stacks
Replies: 6
Views: 3061

Re: Depots and stacks

What about having a "LTN Comptroller" station as the final destination of an LTN schedule? That could be used to (a) determine trains that just became free, (b) when you get the no-path signal you can check the station it just unloaded at for a valid demand, and cut out the trip to the de...
by kfsone
Sun Sep 30, 2018 11:40 pm
Forum: Logistic Train Network
Topic: Depots and stacks
Replies: 6
Views: 3061

Re: Depots and stacks

By "scan the station it just unloaded at" - I mean look at the N-1th destination in the train's schedule.
by kfsone
Sun Sep 30, 2018 11:39 pm
Forum: Logistic Train Network
Topic: Depots and stacks
Replies: 6
Views: 3061

Depots and stacks

Excessive Depot Trips: 1- Oil request to T1 in LTN Depot, 2- T1 loads at "Oil Provider", 3- T1 unloads at "Oil Requester", 4- LTN reports "No fluid train found in depot" 5- T1 goes to LTN Depot, 6- After some time, the #4 request gets reissued. From forum posts, I think...
by kfsone
Sun Sep 30, 2018 2:13 am
Forum: Balancing
Topic: Chutes: End game
Replies: 10
Views: 4965

Re: Chutes: End game

Yea yea, blabla, "i assume" blabla. As every other guy ever who thought that his idea was "the best solution ever" This is referring to yourself? I'm pretty sure I haven't said or implied that. UPS is not the holy grail for which everything else should be sacrificed. And if you ...
by kfsone
Sat Sep 29, 2018 6:48 am
Forum: Balancing
Topic: Chutes: End game
Replies: 10
Views: 4965

Re: Chutes: End game

I concur with Koub. The OP suggestion is basically "I want to reduce the complexity of my factory, to reduce the complexity of my factory!". No, "Spacing and reducing the item count as the factory is getting so much larger". But it also opens up - at the end game - new layouts a...
by kfsone
Sat Sep 29, 2018 6:44 am
Forum: Balancing
Topic: Chutes: End game
Replies: 10
Views: 4965

Re: Chutes: End game

I mean, if I want to be lazy in my designs, Why bother adding a new item ? make assembling machines accept belts as inputs (as they can do for pipes). Factorio - Why bother with a splitter loader inserter.jpg Moreover, if you exclude the "moral" aspect of it, you waste a whopping full sid...
by kfsone
Sat Sep 29, 2018 6:20 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Direct belt-to-container
Replies: 3
Views: 1758

Re: [REQUEST] Direct belt-to-container

darkfrei wrote: ↑
Fri Sep 28, 2018 2:35 pm
Try Belt Sorter
Doesn't have an inserter/loader component.
by kfsone
Thu Sep 27, 2018 9:18 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Direct belt-to-container
Replies: 3
Views: 1758

[REQUEST] Direct belt-to-container

I'd like a late-game (e.g maybe req white science) item that combines splitter, filter and loader/inserter all into one space, so that items on either side of the belt automatically go into any valid container that is on the same side of the belt. In RL (e.g mail sorting) they implement this with a ...
by kfsone
Thu Sep 27, 2018 9:08 pm
Forum: Balancing
Topic: Chutes: End game
Replies: 10
Views: 4965

Re: Chutes: End game

Spacing and reducing the item count as the factory is getting so much larger.

All of the options on the left compact down to the 3x4 layout on the right.

Image

(yeah, I know I screwed up on the left most one, YKWIM though)
by kfsone
Thu Sep 27, 2018 8:35 am
Forum: F.A.R.L
Topic: Configuration & usage
Replies: 112
Views: 139274

Re: Configuration & usage

Can't seem to get it to create a diagonal version of my blueprint for me. - Made blueprint for 4 tracks, - Clicked "L" on the top Stored Layout which loaded the default layout into that slot because I hadn't dropped the blueprint into my toolbar, - Clicked read and loaded my blueprint, - C...
by kfsone
Thu Sep 27, 2018 4:22 am
Forum: Balancing
Topic: Chutes: End game
Replies: 10
Views: 4965

Chutes: End game

The combination of increasingly complex recipes and faster belts can make some configurations get kinda ugly, and one of the things that always pops into my head when I think of belts is chutes. We have some machines that need their input belts rebalancing, but there's not a lot of room to do it. An...
by kfsone
Sat Sep 15, 2018 2:50 am
Forum: Mods
Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
Replies: 19
Views: 10118

Re: [MOD 0.16] Advanced Underground Piping v0.16.53

If I start a new game, the recipes unlock correctly, but existing games are borked.
by kfsone
Sat Sep 15, 2018 1:08 am
Forum: Mods
Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
Replies: 19
Views: 10118

Re: [MOD 0.16] Advanced Underground Piping v0.16.53

Updated to .54. Can't make any of the pipes any more, can't find a tech to research to unlock.

Not entirely sure what the purpose of the additional tech layer is, can you make it optional?
by kfsone
Mon Apr 23, 2018 4:52 am
Forum: Angels Mods
Topic: Is Logistics module discontinued?
Replies: 2
Views: 1709

Re: Is Logistics module discontinued?

steinio wrote:Here you can find a private port to 0.16:
https://mods.factorio.com/mod/angelslog ... 1024d772e5

Works fine so far.
Nice, requires both components and refining, tho? I was hoping to minimize the amount of change to the game :)
by kfsone
Sat Apr 21, 2018 9:39 pm
Forum: Angels Mods
Topic: Is Logistics module discontinued?
Replies: 2
Views: 1709

Is Logistics module discontinued?

I wanted to try out the Construction Crawler but I'd rather not bring all the other modules into this particular game. Unfortunately, the only way I can seem to get the CC is to add Industries, which requires petro/smelt/etc, but the only thing I can seem to find is people saying that Industries now...
by kfsone
Mon Apr 09, 2018 9:39 pm
Forum: Modding help
Topic: Reflection/Introspection
Replies: 5
Views: 1613

Re: Reflection/Introspection

Thank you, took me a few cycles to work out I had access to serpent. Between not having done Lua in earnest for a few years and no repl I'm stumbling on every quirk of lua... 1 based arrays, indeed.

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