Search found 51 matches

by Sopel
Fri Oct 16, 2020 10:35 pm
Forum: Outdated/Not implemented
Topic: Train station priority to complement train station limits.
Replies: 11
Views: 461

Re: Train station priority to complement train station limits.

Producer priority is of an issue because the train could repath while being already on route, so for this to work properly train would have to copy this value and keep it when traveling. I guess travelling trains could have the highest priority. Otherwise they could end up stopping anywhere on a re...
by Sopel
Fri Oct 16, 2020 10:12 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 52
Views: 5298

Re: Conditional stations in train schedule

MassiveDynamic wrote:
Fri Oct 16, 2020 9:12 pm
Pretty sure this will be fixed in the next update according to last weeks FFF.
how so?
conn11 wrote:
Fri Oct 16, 2020 9:22 pm
Furthermore, refuelling should be the least problem, given 3 slots for nuclear fuel per locomotive.
3 nuclear fuel is a finite amount
by Sopel
Fri Oct 16, 2020 9:06 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 52
Views: 5298

Conditional stations in train schedule

TL;DR Each station in train schedule has "arrival" conditions complenting the currently existing "departure" conditions. What ? Each station in train schedule right now has "departure" conditions. The proposition is to natually extend this to have optional "arrival" conditions that determine whethe...
by Sopel
Fri Oct 16, 2020 8:55 pm
Forum: Outdated/Not implemented
Topic: Train station priority to complement train station limits.
Replies: 11
Views: 461

Train station priority to complement train station limits.

TL;DR Ability to define "producer" and "consumer" station priorities. This outlines the general direction. I expect to have some discussion here on improvements and potential problems that could arise. Note that this feature may not have been considered before because it doesn't make sense without ...
by Sopel
Thu Aug 13, 2020 10:39 pm
Forum: PyMods
Topic: PyBlock (alpha)
Replies: 224
Views: 22713

Re: PyBlock (alpha)

I think it's possible to do better with soil -> stone -> tar -> copper/iron ore + tailings -> coal-water slurry -> aromatics + benzene -> combustion mixture (with biomass provided by logs made from water and co2). I think it's less buildings and uses less power.
by Sopel
Mon Aug 10, 2020 9:28 pm
Forum: Resolved Problems and Bugs
Topic: Game sounds are uncomfortable and obscure
Replies: 20
Views: 2658

Re: Game sounds are uncomfortable and obscure

I play factorio with almost silent sounds so I've never noticed this until this thread. Holy hell the new sounds for entities are so harsh. Playing that inserter sound is pure torture.
by Sopel
Mon Aug 10, 2020 5:05 pm
Forum: Ideas and Suggestions
Topic: Better Compression (Stacking/Boxing/Pallets) Support
Replies: 94
Views: 2556

Re: Better Compression (Stacking/Boxing/Pallets) Support

If compression gets at least *some* help from the base game then an entity that automatically compresses stuff on the transport line is gonna be at least a magnitude faster than a loader -> compressor -> loader
by Sopel
Mon Aug 10, 2020 4:37 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
Replies: 16
Views: 942

Re: [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.

Seems to not measurably affect vanilla, so probably not high priority now before 1.0. I set up furnaces to process iron equivalent to 12k SPM with a primed inserters to make the belts compressed and furnaces to not be saturated (it requires 6.8 per to compress a blue belt lane, I used 7). I benchmar...
by Sopel
Mon Aug 10, 2020 11:33 am
Forum: Technical Help
Topic: Weird FPS/UPS decrease during item craft lookup
Replies: 6
Views: 303

Re: Weird FPS/UPS decrease during item craft lookup

That's why this mod exists. Even the in-game option to remove the raw ingredients display doesn't prevent this slowdown in many cases.
by Sopel
Mon Aug 10, 2020 10:35 am
Forum: Ideas and Suggestions
Topic: Better Compression (Stacking/Boxing/Pallets) Support
Replies: 94
Views: 2556

Re: Better Compression (Stacking/Boxing/Pallets) Support

Generally I don't like this idea for vanilla game, and most of the points were presented by others in this threads. I would like it however if compression became better in mods, so incidentally I would like it for the base game to give more tools for that to happen. Nevertheless, I have some thought...
by Sopel
Mon Aug 10, 2020 9:42 am
Forum: Ideas and Suggestions
Topic: default circuit network signal (max or sum) makes the concept easier to pickup, more resiliant, and a new poweruser tool
Replies: 7
Views: 248

Re: default circuit network signal (max or sum) makes the concept easier to pickup, more resiliant, and a new poweruser

I like the idea, but I would modify it slightly. There is no need for the max/sum signal to be always calculated. They could work just like "anything" or "everything" works now - we already have 2 aggregating signals, why not have more?. Max/min/sum/average could all be useful and they are hard to m...
by Sopel
Sun Aug 09, 2020 7:37 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
Replies: 16
Views: 942

Re: [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.

So I've looked at the performance without modules. I placed around 400 electrolyzers, each with 1200 voids at the outputs. Each void is saturated at about 50%, meaning it works for a second, then doesn't for a second, and it loops. That gives 600 transitions from ingredient shortage -> working per s...
by Sopel
Fri Aug 07, 2020 8:39 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
Replies: 16
Views: 942

Re: [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.

Thanks for looking into it. That's something I have not expected. With that information I'll look into this again tomorrow, because I still think there is some noticable cost to such entities even if they are not moduled - I made the change on a pymods community map where no modules were used and th...
by Sopel
Fri Aug 07, 2020 2:24 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
Replies: 16
Views: 942

Re: [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.

I believe it already caches the previous recipe. The problem is that when it's not saturated it looks for others (because there may exist a recipe that takes 100 water and voids it and also a recipe that takes 10 water and voids it. Imagine the first one being executed and leaving 20 water in. The s...
by Sopel
Fri Aug 07, 2020 1:08 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
Replies: 16
Views: 942

[Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.

PyIndustry adds entities that can void fluids/gasses/items (ingredient is converted to 0 water). They are of type "furnace". There is a in the order of a few hundred possible recipes for each such entity. After changing the type of the voiding entity to "assembling-machine" the entity update stage t...
by Sopel
Thu Apr 02, 2020 8:08 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 670
Views: 441249

Re: 4-way intersections: Throughput and deadlocks [image heavy]

It looks like the multicross just compressed. I tested it briefly and gets about the same as the multicross. Yes! I was playing with multicross and was bugged by how much space is wasted in the corners. This should have the same performance if I didn't screw up. Should have probably mentioned that....
by Sopel
Wed Apr 01, 2020 12:36 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 670
Views: 441249

Re: 4-way intersections: Throughput and deadlocks [image heavy]

A 2 lane RHD 6-car intersection of size 4x4 chunks. I was unable to find any smaller with the matching throughput. I think the smallest one that matches this one in throughput is about 5x5 chunks. Last time I tested it was ~87/min. It would be nice to get it verified by someone else and included in ...
by Sopel
Sat Mar 28, 2020 5:33 pm
Forum: PyMods
Topic: Py QOL mods
Replies: 4
Views: 689

Re: Py QOL mods

RedViper wrote:
Sat Mar 28, 2020 3:37 pm
Hello, I got an error with your helpful helmod recipes mod when using the transport drones mod, I thought it was a mistake on Klonans end, but he was nice enough to provide a fix.
Thanks! I'll fix this in a minute
by Sopel
Mon Mar 23, 2020 1:31 pm
Forum: PyMods
Topic: Py QOL mods
Replies: 4
Views: 689

Re: Py QOL mods

Alternatively:
Unchecking this does indeed remove it from the tooltip but the performance drop is still there. It hasn't changed with the last update that fixed some of this stuff.
fps_drop.png
fps_drop.png (526.06 KiB) Viewed 663 times
by Sopel
Mon Mar 23, 2020 12:25 pm
Forum: PyMods
Topic: Py QOL mods
Replies: 4
Views: 689

Py QOL mods

This is a collection of my QOL mods that I made with py in mind. These work with anything, not only py, but it's py (and ab) where they shine. Remove Raw Materials Display Modpage: https://mods.factorio.com/mod/remove_raw_materials_display Description: When playing with all recipes unlocked some raw...

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