Search found 207 matches
- Mon Feb 22, 2021 5:57 am
- Forum: PyMods
- Topic: Any way to reset all the TURD effect sources?
- Replies: 0
- Views: 1489
Any way to reset all the TURD effect sources?
I had some sort of save file or transition error and it reset the selection for some of the TURD upgrades. I reselected the option for a couple of them without first looking at the building (I thought I had forgotten to click confirm the first time), and now there seems to be 2 of the effect sources...
- Sun Feb 21, 2021 11:19 am
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 47
- Views: 33835
Re: Dyson Sphere Program
Wube created a new genre with Factorio Sim Tower, Sim City, these are basically identical to Factorio. I have played countless hours SimCity and Sim City 2000, and never playing Factorio gave me the "well ... that feels like Sim City" impression. Maybe subsequent Sium City sequels changed...
- Sun Feb 21, 2021 11:12 am
- Forum: Gameplay Help
- Topic: Any information on current fluid mechanics
- Replies: 2
- Views: 1119
Re: Any information on current fluid mechanics
My observation of oscillation was with a mod changing the fluid box height and base area (2x height, 1/2 base area), in the hopes of making an approximation of 2x fluid flow rates. I am thinking you are right about the momentum. Something along the lines of if fluid has been flowing in one direction...
- Thu Feb 18, 2021 9:54 pm
- Forum: General discussion
- Topic: Chain signals are overused
- Replies: 23
- Views: 8516
Re: Chain signals are overused
If I understand correctly, in summary: If you have a rail system where trains cannot stop or be backed up on the main rails for extended periods of time, then all but one of the chain signals in intersections are unnecessary since any train that enters the intersection will be able to leave in a tim...
- Wed Feb 17, 2021 8:42 pm
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 8928
Re: please do not use floating point value in Factorio
Actually, the use cases I remember seeing it requested for were : - Fluid wagons that couldn't be emptied of the last fraction of fluid unit, which prevented the trains to leave with "on empty" condition (not even trying to enter into the train reusable for different fluids). - Generic fl...
- Wed Feb 17, 2021 11:50 am
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 8928
Re: please do not use floating point value in Factorio
With fluid mixing being prevented when possible, and the ability to manually flush all connected fluid boxes, is that still a beneficial feature? It still is. automated flushing vs manual flushing is an obvious choice in a game about automation. The incomplete emptying of pipes when almost empty ha...
- Wed Feb 17, 2021 1:13 am
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 8928
Re: please do not use floating point value in Factorio
With fluid mixing being prevented when possible, and the ability to manually flush all connected fluid boxes, is that still a beneficial feature? Small amounts in the pipes can't clog up the movement of the same fluid type. I don't feel it's harmful, but if it no longer serves it's purpose due to ot...
- Tue Feb 16, 2021 11:42 pm
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 8928
Re: please do not use floating point value in Factorio
Ah yeah, I meant for display. Rounding or truncating has to happen there at some point. I was just thinking at the moment why 0.05, and thought maybe to avoid numbers in pipes being rounded to 0.0 for display while actually having fluid in them to avoid confusion, but that would still happen if the ...
- Tue Feb 16, 2021 9:30 pm
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 8928
Re: please do not use floating point value in Factorio
Fluid may be lost or created in a really tiny amounts because of floating point math. Worst enemy is when a fluid system becomes empty: if all fluidboxes in a fluidsystem have less than 0.05 of fluid, then the whole fluid system is automatically flushed. Is that an explicit deletion of fluid in pip...
- Tue Feb 16, 2021 8:12 pm
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 8928
Re: please do not use floating point value in Factorio
0.1 fluid lost. ... You don't actually lose 0.1, it's much much less than that, but the display rounds to the floor of the tenth's place. It would take a very long time for the error to accumulate to where you lose more than one production cycle. It's a bug in that it is never intended for fluids t...
- Mon Feb 15, 2021 11:03 pm
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 8928
Re: please do not use floating point value in Factorio
That’s more or less correct. Small amounts of liquid can basically evaporate and be lost. Often it’s more a case that pipes are separated and deleted with small amounts left in them, but I think it can happen on it’s own on rare occasions. You might try a departure condition for your trains of item ...
- Sat Feb 13, 2021 11:52 pm
- Forum: Gameplay Help
- Topic: Any information on current fluid mechanics
- Replies: 2
- Views: 1119
Any information on current fluid mechanics
While investigation a suggestion regarding my Global Tick Time Scale Mod, I found some strangeness regarding fluid flow in pipes and other entities with double fluid box height and half base_area. I filled one tank up to 25k fluid and had another empty tank, connecting them were 31 pipes. The fluid ...
- Sat Feb 13, 2021 11:38 pm
- Forum: Gameplay Help
- Topic: Why "No Path"?
- Replies: 7
- Views: 2597
Re: Why "No Path"?
That’s a “Destination Full” message, not a “No Path” message. “No Path” usually means there is either a piece of rail missing somehow, or signals are not placed properly, and there is no route that the train can use to move forward to any train stop of the desired name. The pathfinder only reports ...
- Fri Feb 12, 2021 5:20 pm
- Forum: Gameplay Help
- Topic: Why "No Path"?
- Replies: 7
- Views: 2597
Re: Why "No Path"?
Do you have any circuit logic connected to the station, and if so can you show a screenshot of the station configuration?
I am thinking that if there are trains limits being set that all the stations it can path to may be reserved by other trains before it gets to the holding station.
I am thinking that if there are trains limits being set that all the stations it can path to may be reserved by other trains before it gets to the holding station.
- Thu Jan 21, 2021 6:40 am
- Forum: Gameplay Help
- Topic: Train stops with limit change assigned numbers of trains
- Replies: 12
- Views: 5071
Re: Train stops with limit change assigned numbers of trains
I tried this on the unloading side once, and the results were... mhm, really bad. Instead of the planed increase of throughput I got exactly the opposite. So I don't think I will try this on the loading side either. If the throughput was limited by contention passing through the holding stations, t...
- Thu Jan 21, 2021 1:37 am
- Forum: Gameplay Help
- Topic: Train stops with limit change assigned numbers of trains
- Replies: 12
- Views: 5071
Re: Train stops with limit change assigned numbers of trains
You might consider adding holding stations into the schedule between the loading and unloading, then reduce the trains limit on the loading stations. Trains departing the unloading will find the closest unloaded holding station and wait there for the next available loading station. This means you ca...
- Wed Jan 20, 2021 8:55 pm
- Forum: Gameplay Help
- Topic: Inserter optimization question
- Replies: 14
- Views: 3769
Re: Inserter optimization question
I suppose you could make a mod that automatically moves assembler products to an adjacent chest, then make a circuit between that chest and the inserter to only activate the inserter when the chest has at least X items. That would just double the amount of inserters, don't think that's any better f...
- Wed Jan 20, 2021 8:43 pm
- Forum: Gameplay Help
- Topic: Inserter optimization question
- Replies: 14
- Views: 3769
Re: Inserter optimization question
How would inserters only moving with full hands actually reduce CPU usage though? I expect inserters to belt to be most UPS efficient at a stack size of 1, since the inserter only needs to look at the belt for a minimum of 1 tick on a swing to drop the item. With more items in hand, it needs to che...
- Wed Jan 20, 2021 7:21 pm
- Forum: Gameplay Help
- Topic: Inserter optimization question
- Replies: 14
- Views: 3769
Re: Inserter optimization question
How would inserters only moving with full hands actually reduce CPU usage though? I expect inserters to belt to be most UPS efficient at a stack size of 1, since the inserter only needs to look at the belt for a minimum of 1 tick on a swing to drop the item. With more items in hand, it needs to chec...
- Mon Jan 04, 2021 10:36 am
- Forum: Gameplay Help
- Topic: Storage Content counting.
- Replies: 4
- Views: 1676
Re: Storage Content counting.
Hello, Is it possible to transfer the count of a storage box to the logistic network so it can be compared to another storage box. If you want to compare the number of items in one storage box to the number in another storage box, wire the first to an arithmatic combinator set to Each * -1 output E...