Search found 75 matches

by POPISowyNumer
Sun Mar 25, 2018 12:42 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 66063

Re: Friday Facts #235 - 0.16 stable

eradicator wrote: Since when can you blueprint cargo wagons? And filtering can't be done at full throughput unlike belts.
you can bp the tracks and inserters, and placing wagons should be one strut with pressed button
and you can filter them at full throughput, the inserters will just pick what the wagons can accept
by POPISowyNumer
Sun Mar 25, 2018 12:36 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 66063

Re: Friday Facts #235 - 0.16 stable


Does anybody actually use quadserted cargo wagons as their main bus? I mean...it's annoying to build, annoying to navigate or look at, and can only be build every two tiles. And uses energy. And you lose the filtering capacity of belts/bots.
If logibots got an axe i'd switch to that in heartbeat ...
by POPISowyNumer
Sun Mar 25, 2018 12:14 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 66063

Re: Friday Facts #235 - 0.16 stable




Inserters could beat belts in terms of speed, but not in terms of throughput. 40items/sec beats 27.7items/sec. And speed means nothing for running factory
ye wrong
very wrong
with some insider knowledge you can create two tiles wide transport lane that has 110 items/sec, versus two tiles wide ...
by POPISowyNumer
Sat Mar 24, 2018 11:27 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 66063

Re: Friday Facts #235 - 0.16 stable



With this in mind, we can safely say, that robots are at least 2 times stronger then express belts, but in real factories, it is much more as belts need lot of other parts and are rarely used as ideally as robots would be, so my private guess would be that robots are currently around 5+ times ...
by POPISowyNumer
Fri Jan 19, 2018 6:31 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 51686

Re: Friday Facts #226 - New mod portal & other news

BUFF BELTS
U
F
F

B
E
L
T
S

If one can achieve 150% of blue belt throughput without placing even single roboport, only by using one kinda obscure 'bug-feature', then belts NEED a buff
by POPISowyNumer
Sat Jan 13, 2018 2:14 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 516071

Re: Friday Facts #225 - Bots versus belts (part 2)

I have run a little tiny experiment of my own, and you know what.

INSERTER CHAINS have around 72% of throughput of BLUE BELTS
GOD DAMNED INSERTER CHAINS
THE OLD CARGO WAGON TRICK HAS 150% THROUGHPUT OF TWO BLUE BELTS FOR ADDED BONUS OF NOT HAVING TO FUG AROUND THE COMPRESSION AND SHIT

ITS NOT THE ...
by POPISowyNumer
Fri Jan 12, 2018 4:50 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 485967

Re: Friday Facts #224 - Bots versus belts

Why do devs are surprised that bots are making belts obsolete, when they themselves worked hard to make it so?

Belts end in middle game with kinda fast, but apparently not fast enough tier. Bots become fully functional late game and can be upgraded to infinity and back.
Belts take loads of space to ...
by POPISowyNumer
Fri Dec 08, 2017 10:11 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 98564

Re: Friday Facts #220 - The best Friday Facts ever

Soo...

I take that we're still getting the Concrete: Eastern Russia Edition?
Well, that's another mod on my to-get list.
by POPISowyNumer
Fri Nov 17, 2017 2:35 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 44327

Re: Friday Facts #217 - Just another Friday Facts

Can I suggest a thing to do with trens?

It would be cool if one was able to tell trains to arrive at station A, get some data from local circuit network, then go to station B, disengage full cargo wagons, go to C, engage the empty ones, and go away.
by POPISowyNumer
Fri Oct 27, 2017 10:27 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 82263

Re: Friday Facts #214 - Concrete rendering

pr0n wrote:ITT: People voicing their opinions.
ftfy
by POPISowyNumer
Fri Oct 27, 2017 7:21 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 82263

Re: Friday Facts #214 - Concrete rendering

The first thing I thought when I saw new concrete graphic was 'that's not concrete, that's pavement in front of my flat'.

It looks gorgeous.
It's richly detailed and really has that 3d feel.
But for love of god, this is not concrete.

Why not make something like this?
http://vadimpacajev.com/wp ...
by POPISowyNumer
Sun Oct 15, 2017 8:34 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 7705

Re: Chunk deletion failure

The mod pack is already uploaded, in a third post itt.
I don't think I've updated any of them since then.
by POPISowyNumer
Sun Oct 15, 2017 7:48 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 7705

Re: Chunk deletion failure

Save's attached, with new crash log
Commands that crashed this save were
/c for x=7,8 do for y=7,8 do game.player.surface.delete_chunk{x, y} end end
and
/c for x=3,4 do for y=3,4 do game.player.surface.delete_chunk{x, y} end end
in the bigger map the values were just a tad bigger.

There's no ...
by POPISowyNumer
Sat Oct 14, 2017 10:42 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 7705

Re: Chunk deletion failure

Welp.
So I have .36 installed, just checked that to be sure.
I tried to delete some chunks on overly big map... and crash.
Okay, maybe I went too hard on my poor pc, let's size down
Crash again.
So I loaded smallest version of that map i have now, crash again.
AND
on freshly new map it worked as ...
by POPISowyNumer
Sat Oct 14, 2017 9:05 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 7705

Re: Chunk deletion failure

Rseding91 wrote:I've updated the Lua docs for 0.16 to better describe the difference between a map position and a chunk position.
So two birds with one stone.
Good to be useful tester
by POPISowyNumer
Sat Oct 14, 2017 6:53 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 7705

Re: Chunk deletion failure

The positions are chunk based not world position based. You asked it to delete all chunks between world positions x=131072 through x=262272.

See: http://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.delete_chunk

Well...
Due to some slight underestimation of how much map would this ...
by POPISowyNumer
Fri Oct 13, 2017 8:28 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 7705

Re: Chunk deletion failure

I have retested the '/c for x=4096,8196 do for y=-8196,8196 do game.player.surface.delete_chunk{x, y} end end' command with much smaller range for x, first for 8000-8196 and then 7800-8000.
Both commands didn't crash the game, suggesting that origin of crash is memory related, but again, both ...
by POPISowyNumer
Wed Oct 11, 2017 4:32 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 7705

Re: Chunk deletion failure

I have retested one of the commands, and apparently this time my PC had run out of memory.
Attaching the new crash log
by POPISowyNumer
Fri Oct 06, 2017 8:28 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 7705

Re: Chunk deletion failure

Rseding91 wrote:Both of the crashes in the log files you provided are fixed in 0.16.
Rseding91 wrote:fixed in 0.16.
Oh dammit.
So...
Is there any crashless way to get rid of excess chunks in 0.15 or am I stuck with 200MB map until whenever my modpack will be 0.16 compatible?
by POPISowyNumer
Thu Oct 05, 2017 5:51 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 7705

Re: Chunk deletion failure

All three times I ran any of those commands it crashed.
Few other variations of this command do nothing.
Among them this one:
/c for chunk in game.player.surface.get_chunks() do
if chunk.x > 2048 or chunk.x < -2048 or chunk.y > 2048 or chunk.y < -2048 then
game.player.surface.delete_chunk(chunk ...

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