Search found 118 matches
- Thu Jun 01, 2023 11:55 am
- Forum: General discussion
- Topic: Large/huge pages support on windows
- Replies: 7
- Views: 4886
Re: Large/huge pages support on windows
I like your efford to increase performance. The performance gain looks huge - noticing there were no changes to factorio itself. Imho the development on the os side lost the focus on performance. To me it is in fact a long known rumour that memory managment on windows is garbage.
- Wed Jan 04, 2023 2:59 pm
- Forum: General discussion
- Topic: Entities consuming/producing fluid never go to sleep
- Replies: 19
- Views: 7789
Re: Entities consuming/producing fluid never go to sleep
Well, i don't know how the fluid system is currently implemented. But i think there is some threshold implemented to negate wavebuilding in pipes and mechanisms to reduce reflections on ends. So in my opinion if no fluid is put into the system and none goes out, this system will at some point go ...
- Wed Oct 26, 2022 2:10 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 151
- Views: 63276
Re: Why are you guys so pressed?
I would like to see regular FFFs again. But that is my perspective as a player. On the other hand i see, that writing these and working with the responses of the community is a rollercoaster on its own and including these in the development process.
But there is one thing that Wube should consider ...
But there is one thing that Wube should consider ...
- Mon Jan 11, 2021 8:47 am
- Forum: Mods
- Topic: [MOD 2.0] Global Tick Time Scale - Change the UPS/FPS of Factorio without changing the game pace.
- Replies: 49
- Views: 31169
Re: [MOD 1.0] Global Tick Time Scale - Change Base UPS/FPS
Great Mod! Loving it.
I have 2 Suggestions:
If i am correct, it seems, that fluid throughput is not affected by your mod. If you multiply the maximum fuild of an entity with (60 / CURRENTFPS) you would increase the throughput so that it should match other modifications. If a player uses the same ...
I have 2 Suggestions:
If i am correct, it seems, that fluid throughput is not affected by your mod. If you multiply the maximum fuild of an entity with (60 / CURRENTFPS) you would increase the throughput so that it should match other modifications. If a player uses the same ...
- Sat Nov 28, 2020 12:39 pm
- Forum: General discussion
- Topic: Anyone use barrels?
- Replies: 80
- Views: 61190
Re: Anyone use barrels?
I am currently playing a game with Angels and Bobs. Additionally i use https://mods.factorio.com/mod/crafting_combinator
So i switch Recipes very often.
The problem with switch recipes with assemblers that output different styles of fluids is, that cleaning the pipe network with pumps is not ...
So i switch Recipes very often.
The problem with switch recipes with assemblers that output different styles of fluids is, that cleaning the pipe network with pumps is not ...
- Sun Nov 01, 2020 10:28 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 107497
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
I feel great with these changes. But there is one thing that bothers me.
Keeping Copper Wire Connections between poles in a blueprint is a great feature. But connecting wires to existing contents "as usual" while placing a blueprint should be an option.
Imaging a blueprint, that contains a power ...
Keeping Copper Wire Connections between poles in a blueprint is a great feature. But connecting wires to existing contents "as usual" while placing a blueprint should be an option.
Imaging a blueprint, that contains a power ...
- Sun Oct 04, 2020 10:03 pm
- Forum: Gameplay Help
- Topic: Evaluation order of circuit entities
- Replies: 7
- Views: 3700
Re: Evaluation order of circuit entities
You can test any of the 2 behavior in game by using the editor, (/editor) it has a function that allows you to proceed tick by tick.
I am not sure i understand what would be the effect in game though. And if there is no difference in game i can't understand why it would matter.
I think none of ...
- Sun Oct 04, 2020 9:23 pm
- Forum: Gameplay Help
- Topic: Evaluation order of circuit entities
- Replies: 7
- Views: 3700
Re: Evaluation order of circuit entities
Not exactly.
My question is:
Will all entities see a change of value in the same tick?
Imagine a network:
- One Combinator outputs nothing in tick 0, A = 1 in tick 1, and A = 2 in tick 2
- Other combinators read in tick 0, tick 1, tick 2
There are 2 possibilities:
Option 1:
Entities read different ...
My question is:
Will all entities see a change of value in the same tick?
Imagine a network:
- One Combinator outputs nothing in tick 0, A = 1 in tick 1, and A = 2 in tick 2
- Other combinators read in tick 0, tick 1, tick 2
There are 2 possibilities:
Option 1:
Entities read different ...
- Sun Oct 04, 2020 7:35 pm
- Forum: Gameplay Help
- Topic: Evaluation order of circuit entities
- Replies: 7
- Views: 3700
Evaluation order of circuit entities
I searched the forum and internet and did not find any proper answer. I darkly remember, that the evaluation order of circiut entities in the order of placement in the world. Is this correct?
The question for me is:
If i have a clock for synchronization of all calculations of other circuit entities ...
The question for me is:
If i have a clock for synchronization of all calculations of other circuit entities ...
- Tue Sep 08, 2020 1:22 pm
- Forum: Not a bug
- Topic: [0.17.79] Trees block biter bases on world generation
- Replies: 7
- Views: 3600
Re: [0.17.79] Trees block biter bases on world generation
If you declare this "not a bug", then there should be a note at higher tree settings in the preview window that the result may not be accurate.
I'm half okay with the idea, that trees are generated first and block enemy bases (In fact imho this is just a order of execution problem). It does not make ...
I'm half okay with the idea, that trees are generated first and block enemy bases (In fact imho this is just a order of execution problem). It does not make ...
- Fri Mar 20, 2020 6:06 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 129443
Re: Friday Facts #339 - Beacon HR + Redesign process
I am okay with the look of it (it's not great, but okay). But the main issue: Why did you not take the opportunity to visualize the included modules in the beacon?
- Thu Oct 17, 2019 8:32 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: ~1k SPM "Drive everywhere base"
- Replies: 2
- Views: 4020
Re: ~1k SPM "Drive everywhere base"
I tested the mod on my map and it worked great. i cut the train count by 60%. The only problem i had was that i had to change the wagon sizes to default sizes so LTN would work with you mod without too much hassle
- Thu Sep 12, 2019 10:42 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: ~1k SPM "Drive everywhere base"
- Replies: 2
- Views: 4020
~1k SPM "Drive everywhere base"
Hi folks,
_
Just klick on the screenshots at the end of the post. After that, if you think "wtf is that?", read on.
i just wanted to share with you my ~1k spm base. It was just a prove of concept, nothing more. I used LTN because of the sheer benefit for the playstyle, but it could be done with ...
_
Just klick on the screenshots at the end of the post. After that, if you think "wtf is that?", read on.
i just wanted to share with you my ~1k spm base. It was just a prove of concept, nothing more. I used LTN because of the sheer benefit for the playstyle, but it could be done with ...
- Fri May 17, 2019 6:21 pm
- Forum: Combinator Creations
- Topic: Train operated potentiometer
- Replies: 7
- Views: 7782
Re: Train operated potentiometer
Sorry, that i overlooked your answer for so long. Following my suggestion, you would move the train by manual driving forward and backward and measuring how many chain signals show a blocked state
- Mon Apr 29, 2019 7:32 pm
- Forum: Ideas and Suggestions
- Topic: Equalize Axes of Production/Consumption Graph
- Replies: 14
- Views: 4186
[0.17] Link Production and Consumption scaling graphs
It would be nice if it would be possible to link the scaling of the production&consumption graphs to the same scale. Currently is is tedious to compare them.
- Sat Mar 16, 2019 9:58 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 60572
Re: Lategame mining options are lacking
i have done several things. and for me me the best way is "smelt where you mine" it reduces train traffic by a huge margin. If train tunnels would be available i would change to a huge, smart smelting area because train acceleration because of crossing tracks is a huge problem(and i think the ...
- Thu Mar 14, 2019 12:49 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 60572
Re: Lategame mining options are lacking
I started a new 0.17 map and there is one point that bothers me alot with lategame mining. Sure there needs to be a good lategame option for mining where you should get ore really fast and that forces the player to burn his mind to get it working. But the most simple problem in lategame mining ...
- Tue Mar 12, 2019 11:15 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 60572
Re: Lategame mining options are lacking
i can't create such a blueprint because i need to have a gigantic ore field to prepare this blueprint that covers most ore fields.
Start an all-sand no-biter sandbox map and do
/c
p=game.player p.surface.request_to_generate_chunks({0,0},64) p.surface.force_generate_chunk_requests()
for x ...
- Tue Mar 12, 2019 9:43 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 60572
Re: Lategame mining options are lacking
I started a new 0.17 map and there is one point that bothers me alot with lategame mining. Sure there needs to be a good lategame option for mining where you should get ore really fast and that forces the player to burn his mind to get it working. But the most simple problem in lategame mining for ...
- Tue Mar 12, 2019 9:44 am
- Forum: General discussion
- Topic: How many main bus lines do you generally use?
- Replies: 41
- Views: 66152
Re: How many main bus lines do you generally use?
1 Iron Plates
1 Cog Wheels
1 Green Circuits
1 Copper
1 Green Circuits
1 Cog Wheels
1 Iron Plates
This is only for the bootstrap factory, other materials are feeded as needed and are not built into the bus. While going for oil i build up a train network because conveyors are not ment for high ...
1 Cog Wheels
1 Green Circuits
1 Copper
1 Green Circuits
1 Cog Wheels
1 Iron Plates
This is only for the bootstrap factory, other materials are feeded as needed and are not built into the bus. While going for oil i build up a train network because conveyors are not ment for high ...