Search found 88 matches

by spiral_power
Tue Jun 28, 2022 2:34 am
Forum: Gameplay Help
Topic: What happens if the train id exceeds the limit?
Replies: 8
Views: 335

Re: What happens if the train id exceeds the limit?

For my 0.5 elevator ship transport, nauvis->ship->norbit will probably increase the train id by 2+2=4.
by spiral_power
Mon Jun 27, 2022 11:52 pm
Forum: Gameplay Help
Topic: What happens if the train id exceeds the limit?
Replies: 8
Views: 335

Re: What happens if the train id exceeds the limit?

This problem is "realistically possible" but I don't know that there is a save that is close to the upper limit yet.
Personally, I don't want to add extra processing if it makes performance worse.
by spiral_power
Mon Jun 27, 2022 10:13 am
Forum: Gameplay Help
Topic: What happens if the train id exceeds the limit?
Replies: 8
Views: 335

Re: What happens if the train id exceeds the limit?

Thank you for your reply. I'm not familiar about Factorio API. If the assignment of IDs exceeds the uint limit for the next round, without avoiding duplication, duplicate IDs can occur, because there are trains with changing IDs that go back and forth between surfaces and trains with fixed IDs that ...
by spiral_power
Mon Jun 27, 2022 12:50 am
Forum: Gameplay Help
Topic: What happens if the train id exceeds the limit?
Replies: 8
Views: 335

What happens if the train id exceeds the limit?

Is this the right place for this topic? What happens if the train id exceeds the limit? I play Space-Exploration. There are multiple surfaces in this mod and I frequently move (internally clone) trains between surfaces. The train ids increase each time trains are cloned. Now, id has exceeded 100,000...
by spiral_power
Tue Mar 08, 2022 9:12 pm
Forum: Technical Help
Topic: [1.1.53] How much does a lot of electric networks negatively affect the UPS?
Replies: 8
Views: 908

Re: [1.1.53] How much does a lot of electric networks negatively affect the UPS?

I completely agree with you about being creative in how you implement it rather than complaining about factorio itself, and I try to do that as well. Adjusting the position at the timing of the tick was helpful because I hadn't thought about it. However, space can be limited, so in that case there i...
by spiral_power
Tue Mar 08, 2022 12:25 am
Forum: Technical Help
Topic: [1.1.53] How much does a lot of electric networks negatively affect the UPS?
Replies: 8
Views: 908

Re: [1.1.53] How much does a lot of electric networks negatively affect the UPS?

Very good result.
Number of networks (approximate): 1.6k to 50
time usage: 8.3 to 1.7

I am not familiar with that mod.
But I have often wondered about the difficulty of deciphering the appearance of circuit networks.
by spiral_power
Sun Mar 06, 2022 10:44 am
Forum: Technical Help
Topic: [1.1.53] How much does a lot of electric networks negatively affect the UPS?
Replies: 8
Views: 908

Re: [1.1.53] How much does a lot of electric networks negatively affect the UPS?

Thank you for your response.
I guess what I should do is connect the independent poles with copper wire, or use an empty box or something to connect the circuit cables.

If I eventually do that, I will report back on the results.
by spiral_power
Sun Mar 06, 2022 3:01 am
Forum: Technical Help
Topic: [1.1.53] How much does a lot of electric networks negatively affect the UPS?
Replies: 8
Views: 908

Re: [1.1.53] How much does a lot of electric networks negatively affect the UPS?

I re-estimated the number of electric networks in the building statistics, about 1.6k.
by spiral_power
Sun Mar 06, 2022 2:26 am
Forum: Technical Help
Topic: [1.1.53] How much does a lot of electric networks negatively affect the UPS?
Replies: 8
Views: 908

[1.1.53] How much does a lot of electric networks negatively affect the UPS?

I'm playing Space-Exploration. I know that a large number of electric networks can have a negative impact on the UPS, but I don't know to what extent. My factory has probably hundreds of electrical networks to relay circuit networks. Copper wires were cut because it looked bad. How much of an improv...
by spiral_power
Thu Feb 03, 2022 9:58 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 400M rockets launched / 569 kspm / 14.6k hours / 1.1.53 stable with Bob's mods
Replies: 35
Views: 9555

Re: 400M rockets launched / 569 kspm / 14.6k hours / 1.1.53 stable with Bob's mods

I think it's wonderful that a well-thought-out factory can operate for thousands of hours without doing anything. On the other hand, not many people think so and do it. It's hard to do that. Also, when I look at the screen once in a while, I like to see trains running quickly and assembly machines b...
by spiral_power
Thu Feb 03, 2022 8:12 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 400M rockets launched / 569 kspm / 14.6k hours / 1.1.53 stable with Bob's mods
Replies: 35
Views: 9555

Re: 400M rockets launched / 569 kspm / 14.6k hours / 1.1.53 stable with Bob's mods

400M rockets launched / 569 kspm / 14.6k hours / 1.1.53 stable with Bob's mods It's a really solid system, so it keeps working. But, in the recent 100M, resources have been exhausted and the factory has been shut down twice. I only see the screen a few times a month. UPS has dropped to around 45 bec...
by spiral_power
Fri Jan 28, 2022 4:48 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.53] Crash on copy/paste operation (ElectricPole::manageConnectionTo)
Replies: 9
Views: 1111

Re: [1.1.53] Crash on copy/paste operation (ElectricPole::manageConnectionTo)

reproduction:
q key on Radar Construction Pylon
shift + left click on Pylon Substation
ctrl + c then select both poles
crash
sandbox_se-1.zip
(3.06 MiB) Downloaded 104 times
factorio-current.log
(50.16 KiB) Downloaded 103 times
1.png
1.png (2.78 MiB) Viewed 934 times
by spiral_power
Fri Jan 28, 2022 1:45 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.53] Crash on copy/paste operation (ElectricPole::manageConnectionTo)
Replies: 9
Views: 1111

Re: [1.1.53] Crash on copy/paste operation (ElectricPole::manageConnectionTo)

The log file says windows 10, but I'm actually using windows 11. I don't think it has anything to do with this issue, but I'll tell you just in case.

0.002 Operating system: Windows 10 (build 22000)
by spiral_power
Thu Jan 27, 2022 11:27 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.53] Crash on copy/paste operation (ElectricPole::manageConnectionTo)
Replies: 9
Views: 1111

Re: [1.1.53] Crash on copy/paste operation (ElectricPole::manageConnectionTo)

There was an exchange on SE's discord related to this issue. Radar construction pylon seems a bit special. Read discord if you need it too. https://discord.com/channels/419526714721566720/571307840682328065/935698038985465886 Load save file, you see as 1.png Left-click on Radar construction pylon at...
by spiral_power
Tue Jan 25, 2022 9:04 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.53] Crash on copy/paste operation (ElectricPole::manageConnectionTo)
Replies: 9
Views: 1111

Re: [1.1.53] crashed when copy/paste operation

reproduction

replace command, Pylon substation to Rader construction pylon
before replaced, copy them on map view, then crash
picture
by spiral_power
Tue Jan 25, 2022 8:29 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.53] Crash on copy/paste operation (ElectricPole::manageConnectionTo)
Replies: 9
Views: 1111

[boskid][1.1.53] Crash on copy/paste operation (ElectricPole::manageConnectionTo)

I did a keyword search.
Maybe similar issues has been fixed recently, but I'm having the issue with 1.1.53.
vanilla + SE
factorio-current.log
(284.12 KiB) Downloaded 84 times
by spiral_power
Mon Sep 27, 2021 11:03 pm
Forum: Ideas and Suggestions
Topic: show different appearance to blacklist/whitelist icons in alt mode
Replies: 15
Views: 1640

Re: show different appearance to blacklist/whitelist icons in alt mode

I've been playing Space Exploration ( more complex than vanilla ) lately and I really want a visualization of this setting.
There are w/b settings...
1.png
1.png (1.57 MiB) Viewed 961 times
by spiral_power
Thu Aug 26, 2021 6:40 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 400M rockets launched / 569 kspm / 14.6k hours / 1.1.53 stable with Bob's mods
Replies: 35
Views: 9555

300M rockets launched / 569 kspm / 11.6k hours / 1.1.38 stable with Bob's mods

300M rockets launched / 569 kspm / 11.6k hours / 1.1.38 stable with Bob's mods 3k hours * 569kspm * 60min/hour ~ 100M rockets I haven't decided if I continue this game, but I haven't stopped it yet. I just check the screen once a week and restart my PC. 1.png 2.png Settings 1.1.38 stable & newes...

Go to advanced search