Search found 122 matches

by Trific
Fri Mar 19, 2021 3:50 am
Forum: Gameplay Help
Topic: Noob intro + baffled by Kovarex
Replies: 35
Views: 2938

Re: Noob intro + baffled by Kovarex

My centrifuges output to a belt that one space down the line they can input from. Anything that makes it past this (surplus 235, plus the 2 238 that are output from the process), then get side joined to the input belt so they are on the inside lane (inserters preferentially pick from the inside). Th...
by Trific
Fri Mar 19, 2021 3:31 am
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 1596

Re: Why pathfinding is so bad?

In the real world, animals that evolved on flat, largely featureless plains have difficulty with pathfinding to a strong draw around obstacles like a fence even when they are familiar with both sides and have been lead from one side to the other many times. Since the biters live on such a world, it ...
by Trific
Sat Mar 13, 2021 11:29 pm
Forum: Gameplay Help
Topic: Sound alarm when the train is full.
Replies: 3
Views: 418

Re: Sound alarm when the train is full.

Place a programmable speaker, and hook it up with a red or green wire to the train stop. Set the train stop to "Read train contents". Set the speaker to sound the alarm when "artillery shell" = # (however many the train can carry). I will warn you the alarms can be loud so you pr...
by Trific
Tue Mar 09, 2021 8:07 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 361
Views: 145813

Re: Performance optimization - post your saves

I suggest you use train limits instead of unreachable stops. I don't see a large drop in performance with that map, but I do have a fairly beefy computer, and there is a small drop in perf when marking one of the intersections for deconstruction. The drop goes away when I replace the unreachable sto...
by Trific
Sun Mar 07, 2021 5:47 pm
Forum: Gameplay Help
Topic: Will somebody kindly explain research speed to me :'(
Replies: 8
Views: 715

Re: Will somebody kindly explain research speed to me :'(

All right! So, for example, if I research Steel Processing, the Research UI shows [ Red x5s ] x50 So this means, each lab takes 5s to process a pack, and I need 50 packs in total? Stated differently, if I had 50 labs (all supplied), I'd research the tech in 5s, since that is the minimum time taken ...
by Trific
Sun Mar 07, 2021 5:19 pm
Forum: Gameplay Help
Topic: Will somebody kindly explain research speed to me :'(
Replies: 8
Views: 715

Re: Will somebody kindly explain research speed to me :'(

The time it takes depends on what you are researching. If you look in the technology screen, the time required to consume each set of beakers required for the tech is shown next to the beaker types required. So Automation takes 10s to consume 1 red beaker, and you then have to do that 10 times (so 1...
by Trific
Sun Mar 07, 2021 8:27 am
Forum: General discussion
Topic: Lua or something else?
Replies: 25
Views: 1902

Re: Lua or something else?

jamiechi1 wrote: ↑
Sun Mar 07, 2021 7:09 am
Dealing with pointers is trivial and can be learned in 5 minutes.
The rules of chess are trivial and can be learned in 5 minutes.
by Trific
Sat Mar 06, 2021 11:40 am
Forum: General discussion
Topic: Find production on base, amnesia problem ;)
Replies: 10
Views: 774

Re: Find production on base, amnesia problem ;)

bormand wrote: ↑
Sat Mar 06, 2021 8:28 am

1000 of each pack. Excluding military, probably.
IMO, excluding military makes the whole thing significantly easier, and it's not a mega- or giga- without all 7.
by Trific
Sat Mar 06, 2021 5:59 am
Forum: General discussion
Topic: Lua or something else?
Replies: 25
Views: 1902

Re: Lua or something else?

Whatever language it is, it's got to hide pointers and memory management from the modder. I've interviewed CSE graduates who couldn't deal with that stuff, I wouldn't try to make Joe Random try to do it. no way. garbage collection is one of the worst parts about Lua, and it's incredibly inefficient...
by Trific
Fri Mar 05, 2021 12:49 pm
Forum: General discussion
Topic: Lua or something else?
Replies: 25
Views: 1902

Re: Lua or something else?

Whatever language it is, it's got to hide pointers and memory management from the modder. I've interviewed CSE graduates who couldn't deal with that stuff, I wouldn't try to make Joe Random try to do it.
by Trific
Tue Mar 02, 2021 12:23 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 1536

Re: Constructions robots get "lost" in unpowered roboports

I think the solution is that the bots should not park in the roboport if there is still stuff to build! If they try to charge off an unpowered roboport and exhaust its small internal buffer, they should find the closest roboport with power to charge, not just park.
by Trific
Tue Mar 02, 2021 12:05 pm
Forum: Gameplay Help
Topic: Returning player questions
Replies: 10
Views: 1011

Re: Returning player questions

I have a spreadsheet where I worked out the bare minimum for the tech required to get to rocket, and iron ore came out to 225k. Note this doesn't include the cost to build anything else, including the silo and rocket itself, just the tech.
by Trific
Sat Feb 20, 2021 4:51 am
Forum: Ideas and Suggestions
Topic: Set stack size to signal quantity with filter inserters
Replies: 5
Views: 473

Re: Set stack size to signal quantity with filter inserters

See viewtopic.php?f=66&t=28946

Use a decider combinator with an Anything output.
by Trific
Fri Feb 19, 2021 2:57 pm
Forum: Ideas and Suggestions
Topic: Turret Filter On general Map
Replies: 3
Views: 320

Re: Turret Filter On general Map

ptx0 wrote: ↑
Tue Feb 16, 2021 8:07 pm
also it's weird they aren't called turrents like everyone else in the world calls them.
Who is everyone else? The only language I can find that comes close is the Dutch torentje.
by Trific
Wed Feb 17, 2021 11:15 pm
Forum: General discussion
Topic: Factorio confessions
Replies: 17
Views: 1999

Re: Factorio confessions

Redpossum wrote: ↑
Wed Feb 17, 2021 5:18 pm
"accidentally hit the spacebar and lit my production line on fire"
Saved for future use.
by Trific
Mon Feb 15, 2021 6:06 am
Forum: General discussion
Topic: Anyone standardizing on very long trains?
Replies: 21
Views: 2262

Re: Anyone standardizing on very long trains?

I expect I will get there eventually. I'm gonna stress test this by seeing how far I can scale it up, and then throw some bad biters at it.
by Trific
Mon Feb 15, 2021 2:55 am
Forum: General discussion
Topic: Anyone standardizing on very long trains?
Replies: 21
Views: 2262

Re: Anyone standardizing on very long trains?

I say toe-may-toe, you say toe-mah-toe. I'm going for maximum flexibility in an unpredictable world full of potential disruptions (just biters now, maybe more disasters later). That layout looks like tons of SPF's and very tight coupling between inputs and outputs. Perfect for a completely predictab...
by Trific
Mon Feb 15, 2021 12:34 am
Forum: General discussion
Topic: Anyone standardizing on very long trains?
Replies: 21
Views: 2262

Re: Anyone standardizing on very long trains?

For chuckles, here's the nightmare I had created before. The main issue is that train pathing and your ability to manage it in factorio is, well, I can't find community suitable words to describe it. That resembles the monstrosity that I recently built and am currently dismantling in favor of somet...
by Trific
Sun Feb 14, 2021 3:05 am
Forum: Modding help
Topic: Console data:extend
Replies: 6
Views: 510

Re: Console data:extend

blazespinnaker wrote: ↑
Sat Feb 13, 2021 10:08 pm
Yeah, I had read that, but I didn't really interpret that being the data table being destroyed. I would have assumed it would have at least been cloned somewhere.
I'm sure it has been, but for the C++ code. No longer needs to exist in Lua.
by Trific
Sat Feb 13, 2021 3:33 am
Forum: Modding help
Topic: Graph combinator
Replies: 7
Views: 554

Re: Graph combinator

ptx0 wrote: ↑
Fri Feb 12, 2021 8:39 pm
you asked for time-series details of the production flow statistics.
No, the request was for time series graphs of all the outputs of a network (combinators).

Like an oscilloscope.

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