Search found 88 matches
- Thu Mar 28, 2024 3:07 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 189
- Views: 19912
Re: Friday Facts #402 - Lightspeed circuits
And if you add productivity module, then it reduce the speed of the machine and it takes only 0.75 coal ? if you add speed module it use up 1.2 coal, and the inserter cut pieces of coal to keep for later ? It's part of the challenge to have different receipe time that are not only 1 tick in duratio...
- Thu Mar 28, 2024 12:45 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 189
- Views: 19912
Re: Friday Facts #402 - Lightspeed circuits
In terms of "data points", there's no point in having more than one data point per tick. Nothing happens between ticks. nobody was talking about the nothing that happens between ticks, why are you? It sounds like something that costs less than a dozen ticks, over multiple hours. How are y...
- Thu Mar 28, 2024 12:28 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 189
- Views: 19912
Re: Friday Facts #402 - Lightspeed circuits
That doesn't matter , the result of every entity has to summed to compute the production of a tick, making 60 times per second sums of 1000 numbers because you have 1000 machines, and making 5 time per second, sum of 10 machine because you have 1000 but they do not produce each tick is a different ...
- Wed Mar 27, 2024 6:37 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 189
- Views: 19912
Re: Friday Facts #402 - Lightspeed circuits
But the graph for statistic are expensive in themselves too. If you have 55 UPS because you are reaching the limit of your computer, it will noticeably be worse when opening it at the scale of say 5 hours, where you have a lot of data. Such graph i think should be modified to delete or average some...
- Tue Mar 26, 2024 1:51 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 189
- Views: 19912
Re: Friday Facts #402 - Lightspeed circuits
It's great to hear that you finally fixed the issue caused by multiple items being created per tick. Could we also get an alternative production-handling logic for fluids, that would process small amounts of fluids each tick, instead of handling them in (relatively huge) discrete batches every few ...
- Tue Mar 26, 2024 1:50 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 189
- Views: 19912
Re: Friday Facts #402 - Lightspeed circuits
It's great to hear that you finally fixed the issue caused by multiple items being created per tick. Could we also get an alternative production-handling logic for fluids, that would process small amounts of fluids each tick, instead of handling them in (relatively huge) discrete batches every few ...
- Sun Mar 24, 2024 2:01 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 189
- Views: 19912
Re: Friday Facts #402 - Lightspeed circuits
It's great to hear that you finally fixed the issue caused by multiple items being created per tick. Could we also get an alternative production-handling logic for fluids, that would process small amounts of fluids each tick, instead of handling them in (relatively huge) discrete batches every few w...
- Fri Jan 05, 2024 12:51 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 131
- Views: 22888
Re: Friday Facts #392 - Parametrised blueprints
I already have a feature request: instantiating a parameterized blueprint into a regular blueprint so you can select options once and then place it a hundred times. This should create a new blueprint that you could use and then discard, or you could place in your blueprint collection next to the st...
- Fri Jan 05, 2024 12:25 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 131
- Views: 22888
Re: Friday Facts #392 - Parametrised blueprints
for some usecases it's really cool, but i do have my doubts about some parts of it. https://cdn.factorio.com/assets/blog-sync/fff-392-dependent-parameters.png 1. what would happen if you selected a recipe with 2 ingredients? what about 4? https://cdn.factorio.com/assets/blog-sync/fff-392-dependent-n...
- Fri Oct 06, 2023 12:14 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 24716
Re: Friday Facts #379 - Abstract rewiring
Abstract rewiring, and the next FFF being focused on remote interactions? While it's all cool, i had hoped that you will continue the train theme. I think my most awaited feature is train station conditions - but not ones to leave the station, but ones to arrive there in the first place. E.g. ones t...
- Tue Jun 07, 2022 10:12 am
- Forum: Releases
- Topic: Version 1.1.60
- Replies: 15
- Views: 16478
Re: Version 1.1.60
Experimental 1.1.59 has gone missing, it has not gone missing, it was renamed to "Stable 1.1.59", as it was apparently declared such nearly a month ago. selecting it gives you 1.1.60. selecting what? the thing that is allegedly not there anymore? and when was 59 latest when there is a 60?...
- Tue Jan 18, 2022 2:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.49] Biters path to character who started forest fire at any distance
- Replies: 2
- Views: 4235
Re: [Oxyd] [1.1.49] Biters path to character who started forest fire at any distance
Biters are actually not supposed to chase you across the entire map for the reasons you mentioned. I changed it so that if the player is far enough away, they'll path toward the point where the fire originated β this should be reasonably close to where they took damage, and it makes them move. ok, ...
- Wed Feb 17, 2021 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.25] Reservations and train limits don't update in train overview GUI.
- Replies: 1
- Views: 2743
[Klonan] [1.1.25] Reservations and train limits don't update in train overview GUI.
As the subject says: In the new train overview GUI, in the "Stations" tab, the numbers of reservations and train limits on the right side of the list of stations don't update. It shows a frozen state of the moment that the GUI was opened at, until someone else adds or removes a station of ...
- Sat Jan 30, 2021 2:40 am
- Forum: News
- Topic: Friday Facts #364 - 1.1 stable
- Replies: 57
- Views: 35303
Re: Friday Facts #364 - 1.1 stable
https://cdn.factorio.com/assets/img/blog/fff-364-train-gui-new-2.png what does the symbol of circuit network on the right side of all 3 train stops on the right, and 1 on the left mean? it's rather not the "disabled by circuit network" notification, because that looks different for me in 1...
- Sun Jan 17, 2021 4:22 am
- Forum: Won't fix.
- Topic: [1.1.11] Drag-placing still places underground segments when rotating out of range and 2 other issues
- Replies: 3
- Views: 1738
Re: [1.1.11] Drag-placing still places underground segments when rotating out of range and 2 other issues
overall i fully understand and agree that it is not supposed to be mind-reading, so i'm perfectly fine with leaving issue #3 the way it is atm. however, the issue #1 looks really dumb with the reversed underground belt - which, from what i can see, was fixed in 1.1.12, so that's gucci. i would perso...
- Thu Jan 14, 2021 8:27 pm
- Forum: Won't fix.
- Topic: [1.1.11] Drag-placing still places underground segments when rotating out of range and 2 other issues
- Replies: 3
- Views: 1738
[1.1.11] Drag-placing still places underground segments when rotating out of range and 2 other issues
to sorta continue https://forums.factorio.com/94359 OOJ3eSkDme.mp4 OOJ3eSkDme.mp4_snapshot_00.06.647.jpg during drag-pacing, when you rotate the belt after you move too far to place the first belt in the new direction, you get an underground belt segment - and a reversed one for that matter! I also ...
- Thu Jan 14, 2021 2:09 am
- Forum: Releases
- Topic: Version 1.1.8
- Replies: 26
- Views: 23301
Re: Version 1.1.8
Awesome GUI! Suggestion: - Remember open tab and selected station/train. Maybe remember even scrollbar position. It is be useful for manage all stations one to one with same name. In this moment I want visit all my crude oil patchs and for every station I select second tab, scroll the scrollbar nam...
- Fri Jan 08, 2021 10:26 pm
- Forum: Releases
- Topic: Version 1.1.7
- Replies: 25
- Views: 19095
Re: Version 1.1.7
it wouldn't match if you flipped EVERYTHING? are you sure?jodokus31 wrote: βFri Jan 08, 2021 1:38 pmThat still wouldnt help with blueprints, because the Pipe Layout wouldnt matchpeternlewis wrote: βFri Jan 08, 2021 7:10 amNo, I meant you should be able to flip the chemical plant and the refinery in the same way you can rotate them.
- Sat Nov 14, 2020 12:53 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 97780
Re: Friday Facts #363 - 1.1 is getting close
character tab was rarely used, because it wasn't developed to its full potential i used it to change the color of my character in a civilized way. rarely, but basically at least once every game. i used it to see the actual proper numeric values of my batteries and shields. i used it to enable/disabl...
- Fri Oct 30, 2020 5:18 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 77535
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
love the changes. will placing/force-placing blueprints change the rotation of existing belts etc., or does it work only with manual ghost placing? also: 1.1? If i'm not mistaken that means having to change the Factorio version in settings of all mods. Are there any actual backwards-incompatible mod...