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by quyxkh
Thu Nov 04, 2021 12:45 am
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2922

Re: Caching for multiplayer map download

So, server and client share a sync-saved state, client sends server the hash of its saved state and if the server has that it does its multiplayer save as usual but transmits only the diffs. Basically a Factorio-ized rsync. The server could also keep a pristine initial save; when the server doesn't ...
by quyxkh
Sun Oct 31, 2021 10:56 pm
Forum: Energy Production
Topic: Contest: Longest train based nuclear reactor
Replies: 89
Views: 8636

Re: Contest: Longest train based nuclear reactor

If the direct-to-wagon steam unload requirement is relaxed ... But it isn't for the very reason of that design. There is no challenge there as you can tile that to any train length you want. It can fill any length of train. Okay. The doubleheaded layout is fatally flawed, you can't get trains in an...
by quyxkh
Sun Oct 31, 2021 10:05 pm
Forum: Energy Production
Topic: Contest: Longest train based nuclear reactor
Replies: 89
Views: 8636

Re: Contest: Longest train based nuclear reactor

is no requirement for unloading ! Huh? What is the longest train you can fill from a nuclear reactor directly (heat exchanger -> pump -> fluid wagon)? That's what I was referring to. It meets my definition of unloading, I don't understand what you mean. Why not more? A little quick belt math will s...
by quyxkh
Sun Oct 31, 2021 9:16 pm
Forum: Energy Production
Topic: Contest: Longest train based nuclear reactor
Replies: 89
Views: 8636

Re: Contest: Longest train based nuclear reactor

If the direct-to-wagon steam unload requirement is relaxed, I think this method can manage a 4500×2 reactor plant. It's not a full implementation and all the train math here is spitballing but it's at least roughly right; reactor temps stabilize on this 2×8 PoC around 700℃ so there's plenty of headr...
by quyxkh
Thu Oct 28, 2021 4:02 am
Forum: Gameplay Help
Topic: Kovarex in a row anyone?
Replies: 43
Views: 4779

Re: Kovarex in a row anyone?

Just for reference, I switched my bp to keep separate in and out counts, to handle a real ore-processing feed with random the 0.7% U-235. For the S3'd version, four cs6 ore-processing centrifuges and three cs8 kovarex centrifuges 31738, 32994, 38505, 34122 ticks to get their first '235 out after get...
by quyxkh
Sun Oct 24, 2021 10:41 pm
Forum: Gameplay Help
Topic: Kovarex in a row anyone?
Replies: 43
Views: 4779

Re: Kovarex in a row anyone?

Here's the one I use to get the Kovarex up and running as fast as possible, ... pls explain how it works in detail - I tried but couldn't really figure out Thanks in advance Things to remember about circuits: the signals on a circuit are the sum of those signals on all connected output posts for th...
by quyxkh
Sat Oct 23, 2021 10:43 pm
Forum: Gameplay Help
Topic: Kovarex in a row anyone?
Replies: 43
Views: 4779

Re: Kovarex in a row anyone?

It's not about tech level, but about industrial capacity. Producing any significant quantity of high-level modules takes lots of resources (and lots of power). Isolated (and therefore meaningless ;) ) datapoint: in the vanilla game I'm playing right now, I'm about 20 hours in and have been kovarexi...
by quyxkh
Sat Oct 23, 2021 1:55 pm
Forum: Gameplay Help
Topic: Kovarex in a row anyone?
Replies: 43
Views: 4779

Re: Kovarex in a row anyone?

This assumes the availability of high-level speed modules. I would usually be kovarexing long before I had such things. If you don't go hard on research then you use whatever speed modules you have and things run slower, but the design works with any level. I go for PA2 + fusion as a priority, whic...
by quyxkh
Fri Oct 22, 2021 11:12 pm
Forum: Gameplay Help
Topic: Kovarex in a row anyone?
Replies: 43
Views: 4779

Re: Kovarex in a row anyone?

Here's the one I use to get the Kovarex up and running as fast as possible, with some test/demo rigging (everything outside the beacon box that isn't blue). You need a sink for the unused U-238 from your ore processing, at least until it produces its 40th U-235. I don't think it's possible to get fr...
by quyxkh
Sun Oct 17, 2021 5:46 pm
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 255
Views: 25319

Re: All the different ways to increase the efficiency of a nuclear power plant

Because of you I was playing around with trying to use 3 burner inserter, one for fuel injection one for fuel ejection, and another one to fuel the 2nd. If you put nuclear fuel, because that's what is done in nuke plant, you have 1210000kJ/70kJ=17285.7143 swing per nuclear fuel. Counting for fuel e...
by quyxkh
Tue Oct 12, 2021 3:31 am
Forum: General discussion
Topic: Theoretical best SPM * UPS?
Replies: 2
Views: 835

Re: Theoretical best SPM * UPS?

Check factoriobox.1au.us for the benchmark maps, there's a 30KSPM map there that runs 60UPS on midrange hardware, like 3700X and 8700K tier. The goal I think most people are pursuing is the highest SPM that can sustain 60UPS on reasonable hardware, anything that can't sustain that is likely past the...
by quyxkh
Sat Oct 09, 2021 5:28 pm
Forum: General discussion
Topic: Using the graphics card to help the CPU out…
Replies: 40
Views: 5543

Re: Using the graphics card to help the CPU out…

I think his point is, all the shader compilers on all the different gpus are generally not trying to achieve or even enable bit-perfect matching of results, not even necessarily from one compile to the next. They're trying to achieve better results by some metric, where "better" literally ...
by quyxkh
Sat Oct 09, 2021 1:23 am
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 255
Views: 25319

Re: All the different ways to increase the efficiency of a nuclear power plant

Really, you only need one solar panel to slowwwwwly drive one nuc's feed pumps and loading inserters, everything else will cascade-start. But 4.4GW in 4 2×4 ploppable plants requires 160 uranium ore per minute unboosted, and I count 6M within 1km of the spawn point. That's a *month's* worth of fuel ...
by quyxkh
Fri Oct 08, 2021 7:06 pm
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 255
Views: 25319

Re: All the different ways to increase the efficiency of a nuclear power plant

The calc doesn't consider the energy that goes into making the fuel, you're right, and not considering that the burner setup saves about 185J/s. One rocket fuel is 100MJ, enough for 692 reloading swings (691 really, one to pick up the next fuel). That's 691 times three reactor cycles, 6910 minutes, ...
by quyxkh
Fri Oct 08, 2021 2:57 pm
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 255
Views: 25319

Re: All the different ways to increase the efficiency of a nuclear power plant

haha you can save on that rounding error with a burner and a longhand. I make a burner inserter picking up three fuel cells off the near lane of a full blue belt a 92-tick cycle. 92/60*94200 is 144440J/swing, you need one every 600s is 240.7J/s. That's a lot less than even "just" the 400J/...
by quyxkh
Wed Oct 06, 2021 8:33 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 1565

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

Pi-C wrote:
Wed Oct 06, 2021 5:35 pm
Apparently, circuit connections will only be evaluated if the trainstop is connected to something -- a signal, a combinator, or any other entity with a connector -- on the circuit network.
Otherwise, how would the train stop know which signals to check?
by quyxkh
Wed Oct 06, 2021 4:44 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 1565

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

[wait if] there is both a signal present and red signal=1 (the signal which comes from a nearby rail signal) It should leave if the red signal is not present. I also have an and clause of wait 30 seconds. What is this other signal? If the red signal's 1 there's a signal present. Depart on red=0 and...
by quyxkh
Sun Sep 26, 2021 2:35 pm
Forum: Ideas and Suggestions
Topic: Keep empty server paused until first player downloaded map
Replies: 7
Views: 1183

Re: [1.1.5] Multiplayer "pause when no player is online" works not as expected

Seems to me an option to have the server ask for an "I'm caught up" ack from players connecting to an auto-paused server would be pretty easy to implement. Then the game could unpause as soon as the first ack arrives. edit: or unpause to 0.01 speed until it does and then go back to full sp...
by quyxkh
Sun Sep 26, 2021 7:34 am
Forum: Modding interface requests
Topic: on_recipe_successfully_finished event
Replies: 5
Views: 623

Re: on_recipe_successfully_finished event

Thinking out loud here, you could keep the per-tick overhead down to checking each player, look at the recipe of anything they've got selected, then only watch the devices that change to that recipe. Not sure what other events you'd have to watch, on_settings_pasted and on_x_built_entity for bluepri...
by quyxkh
Sun Sep 26, 2021 5:06 am
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 255
Views: 25319

Re: All the different ways to increase the efficiency of a nuclear power plant

Well, I'll stick with my definition, where the power and UPS used to operate and control and buffer the reactor plant count against its efficiency.

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