Search found 147 matches
- Sat Mar 20, 2021 5:47 am
- Forum: Modding help
- Topic: Modding mining drills to work without an ore patch
- Replies: 5
- Views: 1684
Re: Modding mining drills to work without an ore patch
Use table.deepcopy like this: local drill = table.deepcopy(data.raw['mining-drill']['burner-mining-drill']) data.raw['mining-drill']['burner-mining-drill'] = nil drill.type = "assembling-machine" drill.crafting_speed = 1 drill.crafting_categories = {"mining"} data:extend({drill})
- Sat Mar 20, 2021 5:40 am
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 5685
Re: Extreme modded mining drills, still hurting UPS
If the drills are outputting to something different than all the assemblers, that might make a difference, but one things the drills have to deal with that the assemblers don't is the resource field underneath them.
- Sat Mar 20, 2021 3:14 am
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 5685
Re: Extreme modded mining drills, still hurting UPS
I have 1800 vanilla drills and all together they are 0.2 to 0.3 ms. Perhaps the issue is the modding? How much ore are you producing per minute though according to the production graph? About 200K altogether, which given your scale is probably nowhere near what you're putting out. But the issue app...
- Fri Mar 19, 2021 10:06 pm
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 5685
Re: Extreme modded mining drills, still hurting UPS
I have 1800 vanilla drills and all together they are 0.2 to 0.3 ms. Perhaps the issue is the modding?
- Fri Mar 19, 2021 3:02 pm
- Forum: General discussion
- Topic: Alt-F4 #28 - ROFL
- Replies: 9
- Views: 4545
Re: Alt-F4 #28 - ROFL
I previously built something similar but the trains became a snarled up mess, largely due to the fact that I'm playing in a natural world with lots of water, and building a full grid would have required tremendous amounts of landfill to build tracks over water just to make sure the trains could get ...
- Fri Mar 19, 2021 3:50 am
- Forum: Gameplay Help
- Topic: Noob intro + baffled by Kovarex
- Replies: 35
- Views: 8779
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...
- Fri Mar 19, 2021 3:31 am
- Forum: General discussion
- Topic: Why pathfinding is so bad?
- Replies: 17
- Views: 6074
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 ...
- Sat Mar 13, 2021 11:29 pm
- Forum: Gameplay Help
- Topic: Sound alarm when the train is full.
- Replies: 3
- Views: 1699
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...
- Tue Mar 09, 2021 8:07 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 245972
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...
- Sun Mar 07, 2021 5:47 pm
- Forum: Gameplay Help
- Topic: Will somebody kindly explain research speed to me :'(
- Replies: 8
- Views: 2489
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 ...
- Sun Mar 07, 2021 5:19 pm
- Forum: Gameplay Help
- Topic: Will somebody kindly explain research speed to me :'(
- Replies: 8
- Views: 2489
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...
- Sun Mar 07, 2021 8:27 am
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 8183
- Sat Mar 06, 2021 11:40 am
- Forum: General discussion
- Topic: Find production on base, amnesia problem ;)
- Replies: 10
- Views: 3197
- Sat Mar 06, 2021 5:59 am
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 8183
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...
- Fri Mar 05, 2021 12:49 pm
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 8183
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.
- Tue Mar 02, 2021 12:23 pm
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 6251
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.
- Tue Mar 02, 2021 12:05 pm
- Forum: Gameplay Help
- Topic: Returning player questions
- Replies: 10
- Views: 2954
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.
- Sat Feb 20, 2021 4:51 am
- Forum: Ideas and Suggestions
- Topic: Set stack size to signal quantity with filter inserters
- Replies: 5
- Views: 2468
- Fri Feb 19, 2021 2:57 pm
- Forum: Ideas and Suggestions
- Topic: Turret Filter On general Map
- Replies: 3
- Views: 1123
- Wed Feb 17, 2021 11:15 pm
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 34
- Views: 10349