Search found 144 matches: electric network priority*

Searched query: +electric +network +priority*

by eugenekay
Thu Oct 16, 2025 9:23 pm
Forum: Implemented Suggestions
Topic: Give Combinators Higher Power Priority
Replies: 12
Views: 726

Re: Give Combinators Higher Power Priority

... If a player knows combinators may not update because of loss of electricity (they are told about this by requiring electricity to be provided ... issues when there would be multiple combinators in the same circuit network logic but they would be powered by isolated electric network with ...
by kingkj52
Sun Jul 27, 2025 4:12 am
Forum: Technical Help
Topic: [2.0.60] Crashing on Startup
Replies: 4
Views: 1455

Re: [2.0.60] Crashing on Startup

... autosave-slots=3

; In ticks
; minimum-latency-in-multiplayer=0

; Network tick rate. Maximum rate game updates are sent at before bundling them ... true, false
show-logistic-network=true

; Options: true, false
show-electric-network=true

; Options: true, false
show-turret-range=true

; Options ...
by Rseding91
Sun Jul 06, 2025 3:29 pm
Forum: Ideas and Suggestions
Topic: mass edit power pole connections with click and drag
Replies: 3
Views: 527

Re: mass edit power pole connections with click and drag

A small thing, performance wise the best for the game is “one huge electric network where everything always has power”. Not having power or going from having to not and back end up making the overall game performance worse.

With that in mind, designing game mechanics to actively encourage and make that ...
by FactorioBot
Mon May 12, 2025 10:38 am
Forum: Releases
Topic: Version 2.0.48
Replies: 10
Views: 8398

Version 2.0.48

... that construction robots dispatch for item requests was too slow in networks with many unfulfillable requests. (https://forums.factorio.com/127543 ... color is upgraded.
Fixed agricultural tower having insufficient electric buffer size when crane_energy_usage was larger than energy_usage ...
by boskid
Thu Apr 24, 2025 5:40 pm
Forum: Technical Help
Topic: My 1200 hour save just showed this error, Corrupt Map: unknown quality prototype ID 197
Replies: 16
Views: 1569

Re: My 1200 hour save just showed this error, Corrupt Map: unknown quality prototype ID 197

... middle of beacon's saved data, entire 12 bytes were all part of the electric energy source: energy source type (1 byte), electric network index (4 bytes), priority index (1 byte), type index (2 bytes) and entity index (4 bytes); in that specific order. It looks like the cpu when trying to save a ...
by eugenekay
Thu Feb 20, 2025 4:26 pm
Forum: Ideas and Suggestions
Topic: Priority energy feature
Replies: 3
Views: 879

Re: Priority energy feature

Factorio already has a well-laid-out Electrical Priority System ; it just happens that most machines and Inserters share the same Priority so that your ... Burner Inserter for redundancy.

The specific behavior of the Electric Network is customizable via the Lua API , which means that there is already a ...
by XT-248
Sat Feb 08, 2025 3:12 am
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 117
Views: 22933

Re: They need to rename Gleba to Bartleby

... this number in the back of your mind as we go along that went toward electric energy production).

I have calculated in-game and using factorio lab ... that is not too far from both fruit farmable areas for roboports network coverage.
Start the early Gleba bootstrap factory (cargo landing pad ...
by Muche
Thu Jan 23, 2025 4:44 pm
Forum: Gameplay Help
Topic: What am I doing wrong? Biochambers and Legendary nutrients
Replies: 8
Views: 2207

Re: What am I doing wrong? Biochambers and Legendary nutrients

... again.

I tried to put the leg-nutrients inserter on a separate electric network behind a power switch (similarly controlled by amount of nonleg-nutrients). It does disable the inserter mid-swing, so it lowers the chance of it happening, but it's not foolproof, as inserter has a small electric ...
by jamiechi1
Fri Nov 15, 2024 3:59 am
Forum: Ideas and Suggestions
Topic: Option to Lock Power Poles Against Auto-connection
Replies: 18
Views: 9549

Re: Option to Lock Power Poles Against Auto-connection

... this mod is now broken.
-- Removed LuaEntity::neighbours support for electric poles and power switches.
-- Removed LuaEntity::connect_neighbour and ... a circuit condition.

Basically I used this to disable the Solar Power network, when I had a certain amount of Nuclear power. Since once Nuclear power ...
by Sanqui
Mon Oct 21, 2024 11:04 am
Forum: Releases
Topic: Version 2.0.7
Replies: 29
Views: 69966

Version 2.0.7

... if the landfill ghosts are already there.
Added a third graph to the electric network overview to track the charges of accumulators over time. (https://factorio.com/blog/post/fff-408)
Added a new alert for construction and logistic robots that can't find free space in a roboport.
Added a new alert ...
by OnisDWA
Sun Jul 28, 2024 11:02 pm
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 39153

Re: Friday Facts #421 - Optimizations 2.0

Regarding the optimization of the electric network
My assumptions may be wrong, but I think they may be partially useful.
I'm not sure, but I think that machine processing is already paralleled, then you can do the following
I think that in general it is possible to abandon a separate pipeline for ...
by eternaleye
Sat Jul 27, 2024 12:00 am
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 39153

Re: Friday Facts #421 - Optimizations 2.0

... of lateral thinking in optimizations, I'm curious as to both why electric network updates do have such a heavy memory bandwidth impact, and whether that impact could be avoided in the common case.

This is not about programming, this is about CPU and memory hardware. To be able to speed things ...
by eternaleye
Fri Jul 26, 2024 6:42 pm
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 39153

Re: Friday Facts #421 - Optimizations 2.0

... of lateral thinking in optimizations, I'm curious as to both why electric network updates do have such a heavy memory bandwidth impact, and whether that impact could be avoided in the common case.

In thinking about how the electric network behaves, machines exist at a given priority , operate in ...
by martinvw
Thu May 09, 2024 12:04 pm
Forum: Ideas and Suggestions
Topic: When placing a blueprint, conflicting power poles aren't highlighted in red
Replies: 3
Views: 1300

Re: [1.1.107] When placing a blueprint, conflicting power poles aren't highlighted in red

Thanks for the report, I don't think it is a bug. You have electric networks overlay enabled which renders above entities in cursor.

Oooh, you're right, I hadn't noticed that. Without the overlay enabled it does indeed work; that's probably why I remembered that this is supposed to work. Could the ...
by PMAP
Tue Feb 06, 2024 5:17 pm
Forum: Railway Setups
Topic: VTN by PMAP
Replies: 4
Views: 4807

VTN by PMAP

... we wait, I decided to share my implementation of a logistics train network system in vanilla.

System: Vanilla Train Network
Goal: The system ... stations must be united into one global network (for example, by big electric poles along the entire railway), both red and green wires.
More than ...
by Rseding91
Sat Oct 21, 2023 4:58 pm
Forum: Ideas and Suggestions
Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
Replies: 13
Views: 4260

Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?

... in every tick for every pole? And by empty pole we are talking about electric networks, not poles, right?

It's per electric network. For a pole disconnected from everything else that makes it 1 electric network. It happens because the normal electric network process makes a buffer big enough to ...
by Qon
Sat Oct 21, 2023 4:23 pm
Forum: Ideas and Suggestions
Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
Replies: 13
Views: 4260

Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?


In 1.1 the cost for an empty electric pole is O(Number-Of-Entity-Prototypes * 3)


Could you explain more why this is happening in every tick for every pole? And by empty pole we are talking about electric networks, not poles, right?
My guess is that it's for maintaining stats electric network usage ...
by Anlide
Fri Oct 06, 2023 3:44 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Giga-factory v1.0 (screenshots 1.2 Gb ! )
Replies: 7
Views: 9309

Re: Giga-factory v1.0 (screenshots 1.2 Gb ! )

... consumers: lubricant

Lubricant is needed in very small quantities for electric motors.
We need a lot of rocket fuel and sulfur and plastic.
We need ... the nearest area, which would transmit a list of enemies to the logical network and this would make it possible to turn on turrets with rare or ...
by astroshak
Thu Feb 23, 2023 12:45 am
Forum: Gameplay Help
Topic: Can Steam power be prioritized?
Replies: 14
Views: 8629

Re: Can Steam power be prioritized?

... I set up a dedicated boiler or three, fed wood from the logistics network, and the steam engines are on their own separate power grid, and the ... long to produce and I tend to need them elsewhere.


Yes, every other electric source such as steam engines, steam turbines or solar cells should be ...
by SoShootMe
Wed Jan 26, 2022 6:01 am
Forum: Gameplay Help
Topic: Circuit question
Replies: 1
Views: 1151

Re: Circuit question

... set up a circuit and switch that reads the overall power level of the electric grid, and shuts off the main when it runs low, leaving the laser independent and fully powered?


The only information you can read from the circuit network relating to the electric network is the charge of an accumulator ...

Go to advanced search