Search found 476 matches
- Thu Jul 22, 2021 2:53 pm
- Forum: Implemented in 2.0
- Topic: Allow belts in BPs to redirect/upgrade/downgrade existing belts
- Replies: 4
- Views: 1998
Re: Allow belts in BPs to redirect/upgrade/downgrade existing belts
But then if you want the existing belts left alone, how would you do it? One answer is for it to be optional behaviour, with a modifier key combination when placing a blueprint to activate it... similar has been suggested (many times) before; see 59554 . Whereas if you want to get rid of the existi...
- Thu Jul 22, 2021 10:28 am
- Forum: Ideas and Suggestions
- Topic: Merge map "show recipe" icons with like recipes when a large block is shown very zoomed out
- Replies: 8
- Views: 2108
Re: Merge map "show recipe" icons with like recipes when a large block is shown very zoomed out
To do this, merge them together and keep the icons the same size when zoomed out very far. How should the game decide what to show for, as an example, electronic circuit production using direct insertion of copper wire, similar to this ? I place an tag on the map for this and I would be irritated f...
- Fri Jul 16, 2021 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Rework pumpjack expected resources value
- Replies: 14
- Views: 3059
Re: Rework pumpjack expected resources value
Your suggestion allows you to determine that a particular (desired) throughput cannot be exceeded. It is an upper bound, so it can tell you when it is definitely insufficient Yes, this is exactly the desired use case. That's all well and good, except for the clause you snipped: ... but it may be in...
- Fri Jul 16, 2021 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Rework pumpjack expected resources value
- Replies: 14
- Views: 3059
Re: Rework pumpjack expected resources value
Your suggestion is to provide the maximum output rate, which is the upper limit of throughput. This is also true for mining drills and although there are differences, I think there are more similarities than might first appear, one being the benefit (minimal) in either case. the suggestion is for &...
- Fri Jul 16, 2021 9:49 am
- Forum: Ideas and Suggestions
- Topic: Rework pumpjack expected resources value
- Replies: 14
- Views: 3059
Re: Rework pumpjack expected resources value
You can measure throughput by wiring up the belts carrying the ore away from the patch or by observing the tightness of the belts. Right, and I can see some use for that, but it is not what your suggestion provides for oil fields. Your suggestion is to provide the maximum output rate, which is the ...
- Thu Jul 15, 2021 7:15 pm
- Forum: Ideas and Suggestions
- Topic: Rework pumpjack expected resources value
- Replies: 14
- Views: 3059
Re: Rework pumpjack expected resources value
The current value is misleading in representing the actual output of the pumpjack. I agree it is misleading but the rate reported is more like a representation of the amount of resource left, just like mining drills. Changing this value to represent the actual output would allow for the accurate me...
- Tue Jul 13, 2021 3:54 am
- Forum: This Forum
- Topic: Should gameplay help have a ‘Post Your Save’ announcement/pinned post?
- Replies: 2
- Views: 2131
Re: Should gameplay help have a ‘Post Your Save’ announcement/pinned post?
The thing is, people who don't provide save files likely don't read announcement posts either. I think that is only true to an extent, and as long as some who would not have thought to attach/link to a save do read announcement posts, there is some benefit. For those that don't provide a save, but ...
- Wed Jul 07, 2021 10:44 pm
- Forum: Gameplay Help
- Topic: Trains and Signals?...
- Replies: 3
- Views: 1295
Re: Trains and Signals?...
Most likely an occupied block west of the junction at the time of the most recent repath caused changing lanes to have a lower cost.
- Wed Jul 07, 2021 10:27 pm
- Forum: Gameplay Help
- Topic: Trying to figure out Train Signals
- Replies: 8
- Views: 2511
Re: Trying to figure out Train Signals
There is no way in hell I would have ever figured that out on my own. Thank you so much for the easy to understand and detailed reply! Just remember the simple guideline : Chain Signal before any crossing, and Rail Signal after all the crossings in the rail junction. Factorio Train Automation tutor...
- Wed Jul 07, 2021 10:02 am
- Forum: Gameplay Help
- Topic: Trying to figure out Train Signals
- Replies: 8
- Views: 2511
Re: Trying to figure out Train Signals
I hope this helps you. Make sure that the signals on both sides of the track are lined up. There should be a pair of chain signals between the two crossings, which is the only difference between your picture and what astroshak described. This creates separate blocks for the north and south crossing...
- Tue Jun 29, 2021 6:26 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 500214
Re: Simple Questions and Short Answers
So... For a main bus build, how do people generally get all of the items from the drills, converted to iron, and then onto the bus itself, without spaghettification? Either smelt ore in situ, then transport plates to the end of the bus by train, or bring the ore in by train and smelt at the end of ...
- Fri Jun 18, 2021 1:15 pm
- Forum: Gameplay Help
- Topic: Fuel / KM ?
- Replies: 5
- Views: 1792
Re: Fuel / KM ?
Depending on fuel, some amount of cargo is "free" in the sense that top speed is only affected if you have more than X number of wagons. Thanks for pointing that out. I hadn't realised top speed is basically always impacted with a single forward locomotive using wood or coal as fuel, nor ...
- Thu Jun 17, 2021 1:19 pm
- Forum: Gameplay Help
- Topic: Fuel / KM ?
- Replies: 5
- Views: 1792
Re: Fuel / KM ?
You seem to have assumed a stack size of 100 for coal, but it is 50 (in vanilla). You can't get exact distances, in general. Fuel is consumed at a constant rate when accelerating or at top speed, meaning it depends on how much time is spent accelerating (which in turn depends on how the train is mad...
- Mon May 24, 2021 6:44 am
- Forum: Combinator Creations
- Topic: Even split of remainder
- Replies: 9
- Views: 2493
Re: Even split of remainder
Do you have any ideas/knowledge if this can be done with less combinators? Thanks! There's probably a better way, but a simple approach is to use decider combinators to add one to some of output signals, according to the remainder: 0eNrNV1/vmjAU/S432dPqbxZB/jzsU+xtMQThqk2gJaWYGcN3Xwu/OUWqQJbpi0nBnp...
- Fri May 14, 2021 10:06 am
- Forum: Technical Help
- Topic: Only white screen ingame [1.1.33]
- Replies: 2
- Views: 789
Re: Only white screen ingame [1.1.33]
See 98218, resolved for the next release.
- Fri May 07, 2021 4:07 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 244641
Re: Performance optimization - post your saves
On the other hand, a thread that is "stalled" waiting for data from storage (including paging activity) is different: in this case, the OS gets involved and will suspend the thread, marking it unable to be scheduled again until after the data are available. Suspended threads do not contri...
- Fri May 07, 2021 2:23 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 244641
Re: Performance optimization - post your saves
I'm not sure if memory latency would show itself in %CPU ussage (on one hand, if CPU instruction execution is stalled by need to wair on memory, it should bee seen as %CPU usage, on the other hand, modern CPUs are so complex I can't be sure here. CPU usage is calculated by the OS, eg for a given co...
- Sun May 02, 2021 8:09 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Fully compressing a blue belt with one box
- Replies: 23
- Views: 10134
Re: Fully compressing a blue belt with one box
I have vanilla infinity chest. With loader, it provides belt of stuff. Can it gather it from the belt? How? Rotating (default key: R) after placing will switch between load/unload. The infinity chest should have "Infinity filters" empty and "Remove unfiltered items" set to creat...
- Sat Apr 10, 2021 11:31 am
- Forum: Gameplay Help
- Topic: Train routing. Completely explained
- Replies: 10
- Views: 7776
Re: Train routing. Completely explained
An official answer belongs in the wiki, which does have a fair bit of information.
I think a complete answer would be very complex, and mostly not needed. But there's the Wiki Talk forum if you think there's something important missing.
- Fri Apr 09, 2021 10:29 am
- Forum: Gameplay Help
- Topic: Circuit Lamps are different? I came back 2 days ago from 1.0.0
- Replies: 11
- Views: 2506
Re: I came back and now Lamps have an "update problem"
I remember that some months ago I could simple connect lots of lamps in a Circuit Connection with differents color and all work fine, now, if i try to do the same, i got that problem that all my colors turn in the same color ... https://youtu.be/fgIqluzfxac The video shows the lamps as "Glowin...