Search found 475 matches

by SoShootMe
Fri Mar 31, 2023 6:36 pm
Forum: General discussion
Topic: What does it take to launch a rocket in 6 hours?
Replies: 18
Views: 5365

Re: What does it take to launch a rocket in 6 hours?

That's interesting, but also not that surprising. A naive "PM3 everything" approach will put a lot of modules in some very slow recipes, whereas a minority of the modules do most of the heavy lifting. So for 6 hours while a majority of recipes are worth putting PM3s in, that's not the sam...
by SoShootMe
Wed Mar 29, 2023 4:27 pm
Forum: General discussion
Topic: What does it take to launch a rocket in 6 hours?
Replies: 18
Views: 5365

Re: What does it take to launch a rocket in 6 hours?

mrvn wrote:
Wed Mar 29, 2023 3:17 pm
The satelite is comparatively cheap. But you have to research it first
Ha, I somehow forgot it was a separate research :oops:. 2000x 5 science packs, plus a satellite nearly quadruples total launch cost (including the rocket silo and 4x PM3) in terms of resources. Moving on...
by SoShootMe
Wed Mar 29, 2023 8:12 am
Forum: General discussion
Topic: What does it take to launch a rocket in 6 hours?
Replies: 18
Views: 5365

Re: What does it take to launch a rocket in 6 hours?

I did throw in PM3s in the silo but nothing else. I know it's worth it but having to produce all those modules is somewhat disruptive to the game play. What do you find "somewhat disruptive"? You need PM1s anyway for productivity science packs; PM3s for the silo and the PM2s they require ...
by SoShootMe
Tue Mar 28, 2023 4:25 pm
Forum: Technical Help
Topic: Serious stuttering with vanilla game
Replies: 16
Views: 2492

Re: Serious stuttering with vanilla game

datarza wrote:
Tue Mar 28, 2023 3:55 am
SoShootMe wrote:
Fri Mar 24, 2023 3:28 pm
Try another computer (with sufficient RAM, I suggest at least 16GB) if you can.
He has 64 GB, man...
Look at "Memory" in the Task Manager screenshot, man... :P
by SoShootMe
Mon Mar 27, 2023 10:05 pm
Forum: Technical Help
Topic: Best CPU available: AMD Ryzen 9 7950X3D?
Replies: 48
Views: 11025

Re: Best CPU available: AMD Ryzen 9 7950X3D?

It's impossible for the OS to reliably figure out that the best thing to do is restrict a process/some thread(s) to the cores with extra cache available. I wouldn't go that far. Maybe nobody does it, but I'm not sure even about that - - AIX would notice when pairs of processes interfered with each ...
by SoShootMe
Mon Mar 27, 2023 9:00 am
Forum: Technical Help
Topic: Best CPU available: AMD Ryzen 9 7950X3D?
Replies: 48
Views: 11025

Re: Best CPU available: AMD Ryzen 9 7950X3D?

Both of these processors have their cores on two chips, but only one chip gets the extra cache. For the performance to improve the OS' scheduler would have to run factorio on the chip with the extra cache, but windows seems to always run it on the cooler/higher frequency cores (unless amd/microsoft...
by SoShootMe
Sun Mar 26, 2023 10:53 pm
Forum: Gameplay Help
Topic: The right amount
Replies: 10
Views: 1488

Re: The right amount

Combinator based solutions with integrated memory usually loose their memory when they lose power Combinators don't update if they have no power, but maintain their previous output. So a simple arithmetic combinator memory cell does not lose its memory if it becomes unpowered. They are however unre...
by SoShootMe
Sun Mar 26, 2023 11:47 am
Forum: Gameplay Help
Topic: The right amount
Replies: 10
Views: 1488

Re: The right amount

I am trying to find a way to setup a system that knows how many stuff is on my belt. i would like it to add X by default so the belt always hold X. And when a factory or any system consumes 1 it sends a signal to add one to the belt. Reading every belt as Koub described is the simplest way, and is ...
by SoShootMe
Sat Mar 25, 2023 3:34 pm
Forum: Not a bug
Topic: Construction Robots switch networks when target roboport is out of power
Replies: 9
Views: 1231

Re: Construction Robots switch networks when target roboport is out of power

When a roboport has just been separated from its network, it is much more predictable and reliable behaviour for robots pathing or said robot port to return back to their own network. Say you have two roboports, far enough apart to create two networks but close enough that you can place a third to ...
by SoShootMe
Sat Mar 25, 2023 5:57 am
Forum: Not a bug
Topic: Construction Robots switch networks when target roboport is out of power
Replies: 9
Views: 1231

Re: Construction Robots switch networks when target roboport is out of power

So, I have found the issue is that if a roboport is built before the power pole and then another roboport is built adjacent to it, when the first roboport runs out of power, the second one will be disconnected from the rest of the network and will be considered its own network. Once that roboport r...
by SoShootMe
Fri Mar 24, 2023 4:03 pm
Forum: Not a bug
Topic: Construction Robots switch networks when target roboport is out of power
Replies: 9
Views: 1231

Re: Construction Robots switch networks when target roboport is out of power

I was under the impression that bots that were pathing to the roboport that is now out of power were supposed to re-path to the nearest roboport within their current network . However, I have found that my construction robots have been able to path to roboports within the isolated networks of my ci...
by SoShootMe
Fri Mar 24, 2023 3:28 pm
Forum: Technical Help
Topic: Serious stuttering with vanilla game
Replies: 16
Views: 2492

Re: Serious stuttering with vanilla game

I think the best thing to do in this situation is just to get a new CPU. Your current CPU is fairly recent and decent for Factorio; I'm pretty certain the gain from this will be quite small. Extra cores aren't going to help, for example. It's not obvious from the information you've provided why you...
by SoShootMe
Thu Mar 23, 2023 6:47 am
Forum: Gameplay Help
Topic: How to build ghosts immediately in sandbox/editor?
Replies: 3
Views: 1570

Re: How to build ghosts immediately in sandbox/editor?

After entering editor mode with console command "/editor", cut and paste, placing a blueprint and deconstruction planners all construct/deconstruct immediately. Upgrade planners also make changes immediately, except for item request proxies (eg upgrading modules). (All this at least by def...
by SoShootMe
Sun Mar 19, 2023 7:14 am
Forum: Gameplay Help
Topic: Pollution Factor, per second? per minute? or per unit?
Replies: 4
Views: 1133

Re: Pollution Factor, per second? per minute? or per unit?

I think if you increase the evolution => pollution settings, you are telling the game to make the biters react faster to the pollution, evolving and attacking more often. As far as I know the effect is only to scale the how much each unit of pollution increases evolution. The Wiki says attacks are ...
by SoShootMe
Wed Mar 15, 2023 6:52 pm
Forum: Technical Help
Topic: Performance Optimisation: Profiling/benchmarking circuit networks?
Replies: 2
Views: 617

Re: Performance Optimisation: Profiling/benchmarking circuit networks?

As far as I know, the best you can do to measure UPS impact is benchmark (many copies of) blueprints in isolation. The absolute difference in update time between two equivalent setups should be meaningful, but due to overheads, the relative difference won't be. My guess is that networks with frequen...
by SoShootMe
Mon Mar 06, 2023 10:36 am
Forum: Off topic
Topic: ChatGPT
Replies: 17
Views: 5212

Re: ChatGPT

Raw material input: The production line should start with a steady supply of copper plates and iron plates. These can be transported via conveyor belts or trains. Smelting: The copper plates and iron plates need to be smelted into copper and iron ingots. This can be done with furnaces. I see... Jus...
by SoShootMe
Mon Mar 06, 2023 7:52 am
Forum: Gameplay Help
Topic: Trouble with robots
Replies: 1
Views: 509

Re: Trouble with robots

I have construction bots and i have all the required materials in red boxes but when I ghost build something i get an error that their is a missing entity. If you are using (static) roboports: ensure that the logistic chests are in logistic range of a roboport (if they aren't, they will show a flas...
by SoShootMe
Sun Mar 05, 2023 12:29 pm
Forum: Gameplay Help
Topic: Oil Production data not reliable?
Replies: 2
Views: 764

Re: Oil Production data not reliable?

The production tab said I have produced 2.9M oil and consumed 2M and i was producing oil 24k/m, consuming 19k/m, but in reality the oil production wasn't enough. These figures don't seem right if they came from the same period in the production statistics... Higher production than consumption at th...
by SoShootMe
Tue Feb 28, 2023 4:53 pm
Forum: Technical Help
Topic: Serious stuttering with vanilla game
Replies: 16
Views: 2492

Re: Serious stuttering with vanilla game

I read the "how to make a report" post, and enabled my UPS. My UPS is in the 45-50 range, so I think I just need a faster CPU, according to that post. Your original description and the word "stuttering" suggest your FPS/UPS (probably UPS) is varying significantly; is that the ca...
by SoShootMe
Mon Feb 27, 2023 10:49 am
Forum: Gameplay Help
Topic: Why are the precent of my oil fields become less?
Replies: 4
Views: 988

Re: Why are the precent of my oil fields become less?

Also note that because they slow the machine down more than they provide additional output, Productivity Modules an slow the oil field output drop. They lose some output every (300?) cycles. Slowing the rate at which the cycles occur slows it. Speed Modules/Beacons will have the reverse effect, inc...

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