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 ...
Search found 142 matches: electric network priority*
Searched query: +electric +network +priority*
- Sun Jul 06, 2025 3:29 pm
- Forum: Ideas and Suggestions
- Topic: mass edit power pole connections with click and drag
- Replies: 3
- Views: 265
- Mon May 12, 2025 10:38 am
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 9
- Views: 6442
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 ...
Fixed agricultural tower having insufficient electric buffer size when crane_energy_usage was larger than energy_usage ...
- 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: 1162
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 ...
- Thu Feb 20, 2025 4:26 pm
- Forum: Ideas and Suggestions
- Topic: Priority energy feature
- Replies: 3
- Views: 573
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 ...
The specific behavior of the Electric Network is customizable via the Lua API , which means that there is already a ...
- Sat Feb 08, 2025 3:12 am
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 17497
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 ...
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 ...
- Thu Jan 23, 2025 4:44 pm
- Forum: Gameplay Help
- Topic: What am I doing wrong? Biochambers and Legendary nutrients
- Replies: 4
- Views: 917
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 ...
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 ...
- Fri Nov 15, 2024 3:59 am
- Forum: Ideas and Suggestions
- Topic: Option to Lock Power Poles Against Auto-connection
- Replies: 18
- Views: 8597
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 ...
-- 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 ...
- Mon Oct 21, 2024 11:04 am
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 28
- Views: 63078
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 ...
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 ...
- Sun Jul 28, 2024 11:02 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 33902
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 ...
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 ...
- Sat Jul 27, 2024 12:00 am
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 33902
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 ...
This is not about programming, this is about CPU and memory hardware. To be able to speed things ...
- Fri Jul 26, 2024 6:42 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 33902
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 ...
In thinking about how the electric network behaves, machines exist at a given priority , operate in ...
- 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: 1092
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 ...
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 ...
- Tue Feb 06, 2024 5:17 pm
- Forum: Railway Setups
- Topic: VTN by PMAP
- Replies: 4
- Views: 4177
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 ...
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 ...
- 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: 3759
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 ...
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 ...
- 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: 3759
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 ...
- 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: 8236
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 ...
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 ...
- Thu Feb 23, 2023 12:45 am
- Forum: Gameplay Help
- Topic: Can Steam power be prioritized?
- Replies: 14
- Views: 7743
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 ...
Yes, every other electric source such as steam engines, steam turbines or solar cells should be ...
- Wed Jan 26, 2022 6:01 am
- Forum: Gameplay Help
- Topic: Circuit question
- Replies: 1
- Views: 1043
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 ...
The only information you can read from the circuit network relating to the electric network is the charge of an accumulator ...
- Mon Oct 11, 2021 1:00 pm
- Forum: Modding interface requests
- Topic: Making entity electric flow fields writable
- Replies: 14
- Views: 6283
Re: Making entity electric flow fields writable
... removing all energy from the silo energy bugger every tick, the fixed electric_input_flow_limit means it can still only draw a maximum of 18MW.
It's ... I checked was over a year ago), accumulators have low priority in the network and it's inconvenient in my scenario for them to be powered last over ...
It's ... I checked was over a year ago), accumulators have low priority in the network and it's inconvenient in my scenario for them to be powered last over ...
- Fri Jan 29, 2021 8:16 am
- Forum: Modding discussion
- Topic: Video of a PoC showing speed changing belts new video (2021.02.01)
- Replies: 19
- Views: 6903
Re: Video of a PoC showing powered belts that slow down when underpowered
Ok, I have decided now, how I will do it.
I create an electric-energy-interface for every network, totally seperat from the belts.
The belts have no buffer so every change in the network will effect every belt in the same way, of course in percentage, because all electric entities of the same priority ...
I create an electric-energy-interface for every network, totally seperat from the belts.
The belts have no buffer so every change in the network will effect every belt in the same way, of course in percentage, because all electric entities of the same priority ...