Search found 153 matches
- Fri Oct 13, 2023 1:02 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56435
Re: Friday Facts #376 - Research and Technology
... Argh i had forgotten that, my argument was not correct, speed module in beacon + prod module would be more space efficient then just quality module in assembly. Maybe also more cost efficient on the long run , I suppose it depend on the exact cost of speed module & beacon as they make the i...
- Thu Oct 12, 2023 8:30 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56435
Re: Friday Facts #376 - Research and Technology
Also you first multiply the quantity of base input material with productivity, and then reduce it at the last step with the recycler, forcing a much larger footprint throughout the whole production chain, and many recycling recipe/loop. Whereas utilizing quality and recycler at the early stage of t...
- Thu Oct 12, 2023 8:28 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56435
Re: Friday Facts #376 - Research and Technology
Please share ! :d It would be my pleasure! It's quite scrappy (and in ods form, which I'm sure will cause trouble with excel - tho google docs copes I think). The interesting variables are over on the upper left, with "Qual of modules" being the interesting one - set to 0 for L1, 0.3 for ...
- Thu Oct 12, 2023 4:49 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56435
Re: Friday Facts #376 - Research and Technology
(I didn't work it out precisely). devs are pro though ! x) For a player there's a lot to take into account :) As the numbers you/the devs give is one method to get a "legendary" item, the one where you use the lowest quality input and recycle everything until you get the highest quality i...
- Wed Oct 11, 2023 1:27 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56435
Re: Friday Facts #376 - Research and Technology
Just, note that the numbers given by the team are about right - presuming the quality works as: Level+1 has probability p Level+2 has probability p^2 Level+3 has probability p^3 Level+4 has probability p^4 then with 4 standard quality 3 modules, and recycling (but no modules in the recyclers), the L...
- Mon Oct 02, 2023 8:51 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 78062
Re: Friday Facts #378 - Trains on another level
Third, I notice we can't support the half-diagonals, which is quite interesting. I understand why, it just seems an odd limitation Wrong. The rail support follows the style of the ramp, but with the difference that it can be rotated in 8 directions. https://cdn.factorio.com/assets/blog-sync/fff-378...
- Fri Sep 29, 2023 12:18 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 78062
Re: Friday Facts #378 - Trains on another level
So, first, this is amazing. Second, I love the idea of the hopper unloaders someone mentioned above. (so dump the contents of a wagon from height into a store - though I know this is gonna be complicated as I suspect they aren't having train stops be elevated... still) Third, I notice we can't suppo...
- Fri Sep 15, 2023 1:45 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56435
Re: Friday Facts #376 - Research and Technology
Oooh, I hope they really play with the trigger researches, I had a lot of fun with True Nukes making alternative research systems, and having a system to do that nicely would be amazing. Particularly if some of the requirements were eccentric, like having an infinite research based on the number of ...
- Fri Sep 15, 2023 11:55 am
- Forum: Ideas and Suggestions
- Topic: Train Length Lookahead Signal
- Replies: 23
- Views: 7483
Re: Train Length Lookahead Signal
Except this signal would allow mixed length trains to navigate a network efficiently, and in particular would allow networks which can support arbitrary length trains. At the minute, there is a huge penalty for mixing train lengths, as you have to signal for the longest train in an area. With this, ...
- Thu Sep 14, 2023 9:42 pm
- Forum: Ideas and Suggestions
- Topic: Train Length Lookahead Signal
- Replies: 23
- Views: 7483
Re: Train Length Lookahead Signal
Yeah, this would actually be a really cool addition.
- Tue Sep 05, 2023 3:40 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42439
Re: Friday Facts #374 - Smarter robots
... As far as I can tell from reading the post and looking at the video examples they provided, most bots do attempt to go straight to the target. They do not turn around and only choose to charge at ports at least closer to their target, if not at the target. But some don't go direct because the c...
- Tue Sep 05, 2023 12:24 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42439
Re: Friday Facts #374 - Smarter robots
... I'm not debating the frequency - I have no reliable data there. I'm mentioning it because if, and only if, we determine that we need to recharge en route, we need to calculate the target roboport upfront, since we're planning to fly there directly. Which adds a minor bit of extra work (, which ...
- Tue Sep 05, 2023 11:13 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42439
Re: Friday Facts #374 - Smarter robots
... You're missing one piece of extra work here: You also need to calculate the position where the bot would enter recharging mode, i.e. botLocation + tileRange towards the target. No, that's not a major factor, as that only needs to be done when the bot is calculated to need recharging, which isn'...
- Tue Sep 05, 2023 10:57 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42439
Re: Friday Facts #374 - Smarter robots
... Wouldn't it overall be easier to define the failure mode earlier like at 25% charge? Then robots caught over no coverage would pick a port, still towards the destination and maybe even at the destination, and fly quickly towards it with charge for at least most of the way. Rather than only trig...
- Mon Sep 04, 2023 1:45 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42439
Re: Friday Facts #374 - Smarter robots
... I believe it's the fact that for some bases you could potentially have these extra calculations being performed for thousands, if not 10s or 100s of thousands of bots that makes it UPS intensifying. And yes, I know the calculations you're talking about are not done every tick, but when you have...
- Sun Sep 03, 2023 8:31 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42439
Re: Friday Facts #374 - Smarter robots
... I've heard this a lot "it's more UPS intensive" seems the catchall counter to "bots should be better". I don't see any reason why this would be noticably more UPS intensive. The operations involved are: 1. like 4 multiply operations to find the location the robot would recha...
- Sat Sep 02, 2023 10:40 pm
- Forum: Implemented for 2.0
- Topic: No more than 255 tiles?
- Replies: 21
- Views: 6717
- Sat Sep 02, 2023 11:49 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42439
Re: Friday Facts #374 - Smarter robots
FINALLY. One improvement I would make: I think Construction robots should fill up on their inventory from multiple construction or deconstruction tasks, having them bounce/queue up tasks for even more versatility in actually *not* placing one structure at a time or removing one structure at a time....
- Sat Sep 02, 2023 1:35 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42439
Re: Friday Facts #374 - Smarter robots
... Yeah, and it could check if the player roboport range overlaps with the blueprint/deconstruction (if there's multiple in multiplayer, you could, say, build it outwards from both players). It would certainly give the game a good shot initially, though I'd guess it wouldn't affect their role in t...
- Fri Sep 01, 2023 11:35 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42439
Re: Friday Facts #374 - Smarter robots
TL;DR: For personal roboports only, we really, really, really need jobs sorted by distance from the player. ... This could honestly be done as a tweak to the deconstruction planner/blueprint deployer, at least I'd guess... Just adding tasks in a different order onto the queue, so the close ones get...