Search found 125 matches

by Stevetrov
Sat Dec 07, 2019 11:21 am
Forum: Ideas and Suggestions
Topic: Add a way for players to see the path cost of a specific rail path in game.
Replies: 3
Views: 1332

Re: Add a way for players to see the path cost of a specific rail path in game.

I was under the impression that a way of displaying train path costs in game was desired, but it needed to practical. More detail of how I think this will be useful: For a developer debugging train pathing issues such as this one . The devoloper would easily be able to see whether the pathing cost p...
by Stevetrov
Sat Dec 07, 2019 11:02 am
Forum: Duplicates
Topic: Train-waiting-at-signal penalty resets on recalculation
Replies: 4
Views: 2250

Re: Train-waiting-at-signal penalty resets on recalculation

This is one of the situations I was thinking about when I made this suggestion.
by Stevetrov
Mon Dec 02, 2019 10:39 pm
Forum: Ideas and Suggestions
Topic: Add a way for players to see the path cost of a specific rail path in game.
Replies: 3
Views: 1332

Add a way for players to see the path cost of a specific rail path in game.

TL;DR The temporary train GUI already does dynamic path finding to the cursor, add a tooltip with the pathcost. What ? Add a new debug option ie show-rail-path-cost when activated and the player holds down ctrl (to setup a temporary station) whilst in the locomotive gui the game shows a tooltip wit...
by Stevetrov
Sun Nov 24, 2019 4:42 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 245517

Re: Performance optimization - post your saves

I have built a lot of megabases and I have faced all of the above problems many times. This is not the first solution I've come up with, but it is by far the best solution I've come up with so far. I've probably missed a few benefits, but the above list will have to do for now. I never had that pro...
by Stevetrov
Tue Nov 19, 2019 11:47 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 1K Industrial Revolution Megabase
Replies: 1
Views: 2553

1K Industrial Revolution Megabase

LoicB and I built a 1K IR megabase, here are the album: https://imgur.com/a/p62mWwd There is also a reddit post: https://www.reddit.com/r/factorio/comments/dyrpdo/industrial_revolution_1k_megabase_by_stevetrov/ If you want to visit the base, its hosted on explosive gamings s5 server. Some sample pic...
by Stevetrov
Mon Nov 11, 2019 7:14 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

This one is based on the concept from Dave's train only map, but the bps are my own design. I went for a higher beacon count on my copper smelters than Dave, that means that my smelters / assemblers have slightly better UPS, but that I need more patches and more locos, unfortunately this seems to ou...
by Stevetrov
Mon Nov 11, 2019 2:18 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

This one is my take on the hybrid design that quyxkh and Allaizn have used. On site smelting with plates belted to central production cell and GC trained to drop off but NO CARS!!

Nb for those that are paying attention, I will try and finish submission 5 later, it needs a tweek.
by Stevetrov
Sun Nov 10, 2019 6:54 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

DaveMcW you were wondering whether anyone could beat your map?? Well technically I think this does, but as its 95% your map, it doesnt really feel like it should count!!! I reduced the beacon count on the iron smelters slightly by shifting everything up 2 tiles (crashing lots of trains) and shifting...
by Stevetrov
Sat Nov 09, 2019 6:55 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

Belts only no cars no trains no bots.

BTW when does the competition end exactly?
by Stevetrov
Fri Nov 08, 2019 7:55 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

I was attempting to do a belt-only direct insertion build, crafting the circuits on top of the copper patches. I figured it probably wouldn't be very good but I gave it a try. I optimized a single cell and copypasted it across the patch, but I figured I wouldn't have to make it compact and tileable...
by Stevetrov
Tue Nov 05, 2019 8:47 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

It isnt going to beat dave (the master) McW But here is the latest refinement of my train map. I have reordered the smelters so the smelter with fewer beacons is in a different place on each row, this has made a huge difference of over 0.1 ms / tick on my pc. (from .486 -> .367) the other changes ar...
by Stevetrov
Tue Nov 05, 2019 6:51 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

Has anyone considered having a train long enough to be loaded by multiple patches? Load e.g. 4 wagons per patch then advance the train by 4 wagons and repeat till it's all full. Or have lots of locomotives to fill the gap between patches or simply leave cars empty. I do not think this would help. T...
by Stevetrov
Mon Nov 04, 2019 2:03 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

As we are a few hours away from half way, could we have a leader board for the various categories? Maybe a Google doc that we can all view?
by Stevetrov
Sat Nov 02, 2019 4:24 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

  • Trains only
  • No belts
  • No cars
  • On-patch smelting
by Stevetrov
Fri Nov 01, 2019 9:30 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

Here are a couple more of my submissions, they are completely different designs, but one is all belt and the other is all trains. Both use off patch smelting and I believe are very competitive in that category.
by Stevetrov
Fri Nov 01, 2019 11:28 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

Could we have a category for off-patch smelting? On patch smelting is well known to be the most efficient but most megabase builders consider it to be impractical due to the huge number of mining bases that are required even with maxed vanilla settings.
by Stevetrov
Wed Oct 30, 2019 6:51 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

I find it interesting that mulark and knightelite use filter signals for clocked inserters instead of enable/disable. I thought that was slower when I tested it a couple years ago, but maybe things have changed. Its a 0.17 change, a filter inserter using a whitelist "set-filter" will goto...
by Stevetrov
Tue Oct 29, 2019 3:18 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 36172

Re: UPS Wars 3 - Electronic Circuits

To clarify a couple of points for those not familiar with the "shady tactics" of knightelite and others. There are several things that need to be considered with cars. 1. Cars do not sleep in vanilla without using a console command. Active cars add a significant amount to update times for ...
by Stevetrov
Sat Oct 05, 2019 1:45 pm
Forum: Duplicates
Topic: [0.17.69] Upgrade Planner Occasionally removes modules rather than upgrading them
Replies: 2
Views: 1222

[0.17.69] Upgrade Planner Occasionally removes modules rather than upgrading them

When upgrading and downgrading modules within a blueprint that is under construction, sometimes some of the modules (or requests not sure) disappear leaving an ASM or beacon with fewer modules. E.g. https://imgur.com/a/vgFFXed I was using this BP, https://pastebin.com/pGzTV10R a number of upgrader p...
by Stevetrov
Tue Oct 01, 2019 10:54 pm
Forum: Ideas and Suggestions
Topic: Placing a bp with shift click results in unexpected stone on some belts.
Replies: 3
Views: 1421

Placing a bp with shift click results in unexpected stone on some belts.

Sometimes when I place a BP with a shift click to remove rocks and trees stone ends up on some of the belts and the bp doesnt work as intended as a result. I have seen this issue a number of times, but only worked out today why it happens. 1. Sometimes a rock (eg big sandy rock) gets destroyed (most...

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