Search found 139 matches: electric network priority*

Searched query: +electric +network +priority*

by eugenekay
Thu Feb 20, 2025 4:26 pm
Forum: Ideas and Suggestions
Topic: Priority energy feature
Replies: 3
Views: 338

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: 11696

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: 4
Views: 553

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: 7828

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: 28
Views: 57515

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: 28949

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: 28949

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: 28949

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: 935

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: 3650

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: 3270

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: 3270

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: 7306

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: 7107

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: 986

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 ...
by thesixthroc
Mon Oct 11, 2021 1:00 pm
Forum: Modding interface requests
Topic: Making entity electric flow fields writable
Replies: 14
Views: 5881

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 ...
by ss_Baum
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: 6393

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 ...
by Deadlock989
Mon Jan 11, 2021 12:34 pm
Forum: Won't fix.
Topic: [Twinsen] [1.1.6] Electric energy interface tooltip (again)
Replies: 8
Views: 4336

Re: [twinsen] [1.1.6] Electric energy interface tooltip (again)

... had any "logic" as such, either they just continuously burn power away to no effect or they create it out of moonbeams or they store it from the network, and I'm doing the latter. My entity only uses up any power when a player takes action by pressing buttons on a custom GUI (it's a teleporter ...
by Akillibirisi
Fri Jan 08, 2021 12:26 pm
Forum: Ideas and Requests For Mods
Topic: Configurable Forcefields
Replies: 4
Views: 1736

Re: Configurable Forcefields

... dedicated forcefield poles.

When an entity takes damage, check what electric network ID it's connected to. Scan the surface for forcefield generators owned by the damaged entity's force. If one exists on the same electric network, drain power from it proportional to damage taken and heal the entity ...
by PFQNiet
Fri Jan 08, 2021 9:07 am
Forum: Ideas and Requests For Mods
Topic: Configurable Forcefields
Replies: 4
Views: 1736

Re: Configurable Forcefields

... dedicated forcefield poles.

When an entity takes damage, check what electric network ID it's connected to. Scan the surface for forcefield generators owned by the damaged entity's force. If one exists on the same electric network, drain power from it proportional to damage taken and heal the entity ...

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