Search found 1029 matches
- Thu Oct 05, 2017 1:33 am
- Forum: Gameplay Help
- Topic: Accumulators not providing 100% output
- Replies: 7
- Views: 2928
Re: Accumulators not providing 100% output
If this is what I think it is, not all the information about accumulators is on the map-mouseover sidebar. Mouseover an accumulator in one of what could be called the setup screens, inventory or crafting or recipe, and you'll see the maximum output per accumulator is 300kW, so you'll need eight accu...
- Wed Oct 04, 2017 11:25 pm
- Forum: General discussion
- Topic: After an autosave, catchup sacrifices ~10%FPS for lotsa UPS
- Replies: 5
- Views: 1767
Re: After an autosave, catchup sacrifices ~10%FPS for lotsa UPS
Yah, thinking a little more critically about it, frame time is roughly render+update, the more the update time's the problem the less sacrificing fps helps. So this idea has a huge impact where it's not needed, and almost none where it's needed. At 30fps/30ups, if update time's 25ms of that a 10% fp...
- Wed Oct 04, 2017 10:14 pm
- Forum: Ideas and Suggestions
- Topic: Time acceleration
- Replies: 33
- Views: 10180
Re: Time acceleration
What, no love for the dune buggy?
- Wed Oct 04, 2017 5:58 pm
- Forum: General discussion
- Topic: Belts, how far is too far?
- Replies: 34
- Views: 14898
Re: Belts, how far is too far?
Well, my preferences don't match Elok's either, but I think he's got his facts straight. A 10-wagon trainstop is 30 belts if I've got it right (I think the theoretical limit is 10 wagons × 12 inserters/wagon × 12items/swing ×60ticks/sec / (26ticks/swing + 12 items×9 slots/item / 3 slots/sec)/40 item...
- Wed Oct 04, 2017 3:59 pm
- Forum: General discussion
- Topic: After an autosave, catchup sacrifices ~10%FPS for lotsa UPS
- Replies: 5
- Views: 1767
After an autosave, catchup sacrifices ~10%FPS for lotsa UPS
I noticed that if I hike the game speed it won't sacrifice FPS to get UPS, except after an autosave. In my little benchmark case I set game.speed 128 to fastforward a design (to check for throbbing) and was getting ~700UPS/60FPS, but after an autosave it'd go up to ~1600UPS/53+FPS. It occurs to me t...
- Wed Oct 04, 2017 3:30 pm
- Forum: General discussion
- Topic: Belts, how far is too far?
- Replies: 34
- Views: 14898
Re: Belts, how far is too far?
I'm a little worried that the belt optimizations in 0.16 will make this the most UPS-efficient delivery method too. I don't want to see sixty blue belts replacing one train line.
- Sun Oct 01, 2017 3:09 pm
- Forum: Ideas and Suggestions
- Topic: Cursor placement in "Select a signal"
- Replies: 46
- Views: 13953
Re: ui-qol: combinator constant input field pre-select
I think just routing digits and the - and backspace keys to the constant field instead of the quickbar/whatever whenever there's a combinator screen up would be awesome.
- Sun Oct 01, 2017 1:26 pm
- Forum: Ideas and Suggestions
- Topic: Determine contents of fluid wagon for values 0<x<1
- Replies: 5
- Views: 1717
Re: Determine contents of fluid wagon for values 0<x<1
should be doable with some lump of combinators. :) I think just one'll do it: put a one-tick delay on the signal, I use each-minus-constant-0-to-each for isolators/delays. If the wagon was showing fumes-or-empty last tick, either the fumes are gone now or your output is completely stalled . p.s. wh...
- Fri Sep 29, 2017 12:03 pm
- Forum: Not a bug
- Topic: [15.35] circuit-connected inserter sometimes drops a tick early
- Replies: 1
- Views: 1049
Re: [15.35] circuit-connected inserter sometimes drops a tick early
When an inserter's waiting for a gap to drop an item it doesn't always manage to make it land absolutely perfectly behind the item in front. It's part of the game, if you want anything to behave at the absolute limits of performance you're going to need to compensate for unavoidable minor imperfecti...
- Fri Sep 29, 2017 2:46 am
- Forum: Technical Help
- Topic: Benchmark testing help
- Replies: 9
- Views: 4876
Re: Benchmark testing help
The benchmarking's set up for command-line use. Run it from a terminal. If Ubuntu uses nautilus you should be able to type "Factorio" with any nautilus window active, open the one ending "/common/Factorio", and rclick-Open in Terminal to get there. But maybe they've got it dumbed...
- Fri Sep 29, 2017 2:44 am
- Forum: Mods
- Topic: [MOD 0.17+] Benchmark Production 0.0.11
- Replies: 2
- Views: 1447
Re: [MOD 0.15+] Benchmark Production 0.0.1
Updated to v0.0.1, it's now alpha status with a license and readme and such.
- Fri Sep 29, 2017 12:12 am
- Forum: Gameplay Help
- Topic: General good practices?
- Replies: 9
- Views: 11299
Re: General good practices?
as I heard was good practice Heh. The Factorio designers have an abiding love for subtle quirks. The game's built to reward an eye for detail. If you don't already have a bagful of designs using the equipment you see these "best practices" videos of, turn away. Play What Can You Do WIth a...
- Thu Sep 28, 2017 11:06 pm
- Forum: Ideas and Suggestions
- Topic: Ability to draw on map
- Replies: 45
- Views: 12431
Re: Ability to draw on map
Do you know about chart tags? Click on the map aka chart, pick text and/or icon, confirm.
- Wed Sep 27, 2017 10:56 pm
- Forum: Ideas and Suggestions
- Topic: [0.15.23] inserter waits too long
- Replies: 94
- Views: 49031
Re: [0.15.23] inserter waits too long
I don't think I was ignoring the evidence backing the complaint, I think I was offering a correct explanation of that evidence. ... The explanation seemed clear to me at the time. On rereading it, it still does. Can you point out where it led you astray in your attempts to understand it? I see the ...
- Wed Sep 27, 2017 2:57 pm
- Forum: Gameplay Help
- Topic: insert fuel only in locomotive but not wagon
- Replies: 8
- Views: 3818
Re: insert fuel only in locomotive but not wagon
I don't think there's any way for an inserter to tell the difference between a locomotive and a cargo wagon. Inserters are dumb beasts, they know whether there's items in front of them, and whether what's behind them wants anything. Locomotives want fuel, so inserters loading locomotives will load f...
- Wed Sep 27, 2017 12:53 pm
- Forum: Ideas and Suggestions
- Topic: Ability to draw on map
- Replies: 45
- Views: 12431
Re: Ability to draw on map
Blueprints bots won't build is doable now if you don't mind some kludgery. Pop into some no-roboport armor then `/c game.player.force=game.forces.neutral` then place your blueprints, then back to game.forces.player and your regular armor.
- Tue Sep 26, 2017 3:46 pm
- Forum: Outdated/Not implemented
- Topic: Inserters should remove coal from oil refineries
- Replies: 8
- Views: 3425
Re: Inserters should remove coal from oil refineries
By the way, you can do better than the inserters trick anyway. A max-boost refinery is crafting speed 8.55, output rate 11.115, and tiles to 12×12, even reserving one spot in a 4×4 tiling of that for a pair of roboports it's denser.
- Tue Sep 26, 2017 4:48 am
- Forum: Mods
- Topic: [MOD 0.17+] Benchmark Production 0.0.11
- Replies: 2
- Views: 1447
[MOD 0.17+] Benchmark Production 0.0.11
I've gotten to 0.0.11, this is now an accumulation of most of my personal-convenience console and benchmarking goodies in their current experimental state, it's kind of a mess but updated here in case anyone finds it useful. The Factorio.zip is my factorio-startup options-and-processing frontend, th...
- Sun Sep 24, 2017 10:39 pm
- Forum: Duplicates
- Topic: [15.34] graphical glitch: station wire should attach to arm
- Replies: 1
- Views: 632
[15.34] graphical glitch: station wire should attach to arm
When the wires cross the tracks to get to the station and there's a train on the tracks, it looks wrong that the wire's apparently going right through the carriages, Move the wire attachment points to the signal arm and the wire drawing above the train would look right. Screenshot from 2017-09-24 15...
- Sun Sep 24, 2017 6:13 pm
- Forum: Modding discussion
- Topic: Requesting a list of a few mods to help me out.
- Replies: 3
- Views: 1716
Re: Requesting a list of a few mods to help me out.
`/c game.player.insert{name='electric-energy-interface'}` will help.