Search found 86 matches

by ignatio
Fri Mar 22, 2019 12:16 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [1.0]
Replies: 50
Views: 59677

Re: Production Calculator Google Sheet [0.16 & 0.17]

Hi, wanted to give this a try with mods. What version of lua are you using exactly nowadays? /.../ It uses Lua 5.3, just like the game itself I believe. Hope it works out with your mods! Note that the sheet is dimensioned to 250 items or recipes atm. Enlarging that might be a bit of trial and error...
by ignatio
Sun Mar 17, 2019 11:50 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [1.0]
Replies: 50
Views: 59677

Re: Production Calculator Google Sheet [0.16 & 0.17]

Thank you zeebo404, it's fixed now.
by ignatio
Thu Feb 28, 2019 4:42 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [1.0]
Replies: 50
Views: 59677

Re: Production Calculator Google Sheet [0.16 & 0.17]

Put out a first version of the sheets for 0.17 - links in the original post. The main calculations with recipes etc should all be fine, but I haven't gone through all the details yet. For instance, I'm not at all sure the throughput values for inserters still are accurate, and the belt throughputs p...
by ignatio
Sat Jul 14, 2018 2:55 pm
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 35837

Re: Friday Facts #251 - A Fistful of Frames

Interesting optimisations, but when reading FFFs like this I can't help but think "why don't they ever release 1.0 and start working on an expansion?" Your Steam EA has been extremely successful, but the backside of that is that you probably shouldn't expect the majority of sales of this g...
by ignatio
Mon May 28, 2018 7:05 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [1.0]
Replies: 50
Views: 59677

Re: Production Calculator Google Sheet [0.16]

Small update: I fixed the rocket silo calculation to take the fixed 42 second launch time into account. For completeness, I should also mention that I updated the facility combo costs which were a bit too high for some items since some rebalancing change in early 0.16. This only affected the relativ...
by ignatio
Sun May 13, 2018 8:11 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Eco Megabase, 640SPM, only belts, All normal.
Replies: 13
Views: 9244

Re: Eco Megabase, 640SPM, only belts, All normal.

Nomadic Steppe wrote:I'm bored of fighting and I will stop improving my base.
Use artillery? Once you have overlapping artillery ranges along the perimeter you'll hardly see a biter again. Just plomp them out, ensure they're defended and supplied with shells, and just sit back until the area is clean. Rinse and repeat.
by ignatio
Sun May 06, 2018 1:25 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [1.0]
Replies: 50
Views: 59677

Re: Production Calculator Google Sheet [0.16]

Sactorio: Thanks, it's a detail but you have a point. Changed.
by ignatio
Wed May 02, 2018 10:48 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [1.0]
Replies: 50
Views: 59677

Re: Production Calculator Google Sheet [0.15 & 0.16]

/.../ but the resource needed remains constant while the time needed *decreases* when adding prod mods. That seems backwards somehow... Agreed, that's confusing. I've fixed the "Resources needed" column to take prod modules into account, just like "Items to manufacture". (Howeve...
by ignatio
Tue May 01, 2018 10:02 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [1.0]
Replies: 50
Views: 59677

Re: Production Calculator Google Sheet [0.15 & 0.16]

First - amazing sheet work, ignatio! Cool, I'm glad you find it useful! Is there a way to put productivity modules in the mining drills? I had overlooked that mining drills (and pumpjacks) can take productivity modules. Fixed now - please give it a go and check that it gives the results you expect....
by ignatio
Sun Apr 22, 2018 8:53 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [1.0]
Replies: 50
Views: 59677

Re: Production Calculator Google Sheet [0.15 & 0.16]

Is there a way to put productivity modules into rocket launch calculations? /.../ The PMs should go into the "Rocket part" production goal - it's what most closely corresponds to the rocket silo facility. "Satellite launch" is a combo goal to easily select 1 satellite and 100 ro...
by ignatio
Wed Apr 18, 2018 12:18 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [1.0]
Replies: 50
Views: 59677

Re: Production Calculator Google Sheet [0.15 & 0.16]

EDIT New copy of calculator. Want - 40 - Advanced circuits. Items to manufacture - 400 - Copper cable :?: Correct items to manufacture 160 copper cable. I take it that's without any productivity modules anywhere. The reason for the 400 is that it includes both direct and indirect requirements: You ...
by ignatio
Fri Feb 23, 2018 2:21 am
Forum: Releases
Topic: Version 0.16.25
Replies: 72
Views: 38721

Re: Version 0.16.25

I disagree I think the belt-compression was an intuitive problem. You could watch how the things on the belts and the inserters move, and figure out that the belt couldn't compress due to caps that is to small for one item to fit. The solution with undergrounds didn't on the other side feel intuiti...
by ignatio
Sun Feb 04, 2018 5:45 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [1.0]
Replies: 50
Views: 59677

Re: Production Calculator Google Sheet [0.15 & 0.16]

Fixed a bug when using "Optimise for max count" with pumpjacks - it didn't take the yield into account so calculated too high counts. The values given in the pumpjack columns were correct though.
by ignatio
Fri Jan 12, 2018 10:17 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372683

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

The thing that makes bots unbalanced is that they scale indefinitely for getting things in and out of chests. Inserters have a limited throughput, and one can only place so many of them around a chest or machine. Why doesn't bots have a similar limitation? It seems reasonable that only one or a few ...
by ignatio
Tue Dec 26, 2017 5:34 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [1.0]
Replies: 50
Views: 59677

Re: Production Calculator Google Sheet [0.15 & 0.16]

Is there some easy way to use filter to reduce the amount of rows shown in the main view? It doesn't like merge cells so when I try to use it I end up getting the filter on the "accumulator" row, The "Active items" filter does that (Data -> Filter views... -> Active items), exce...
by ignatio
Mon Dec 25, 2017 5:37 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [1.0]
Replies: 50
Views: 59677

Re: Production Calculator Google Sheet [0.15 & 0.16]

This is an awesome sheet. Thanks! :) For crafting 100 accumulators it recommends 100/3 assembly 1 machines. If my calculations are correct it should take 2000 machines which is more than the 33 recommended. An older version that I have been using recommends using 2000 as well so you probably have a...
by ignatio
Mon Dec 18, 2017 12:23 am
Forum: Duplicates
Topic: [0.16.5] Crash in CraftingMachine::extractEnergyAndPollute
Replies: 1
Views: 745

[0.16.5] Crash in CraftingMachine::extractEnergyAndPollute

In the attached savegame, remove the small electric pole at the player. Crashes consistently.

Image
by ignatio
Sat Dec 16, 2017 6:03 pm
Forum: Duplicates
Topic: [0.16.4] Sideloaded underground belt gets stuck
Replies: 6
Views: 3898

[0.16.4] Sideloaded underground belt gets stuck

In 0.16.x, I every so often get stuck items. E.g. in the picture below, the underground entrance under the player is intended to let through the electronic circuits coming out on the right belt lane from the blue splitter. Here you can see it doesn't, and the belt going left is empty. Removing the u...
by ignatio
Sat Dec 16, 2017 1:05 am
Forum: Not a bug
Topic: [kovarex] [16.0] Inserting on underground belt behaves different
Replies: 24
Views: 26198

Re: [kovarex] [16.0] Inserting on underground belt behaves different

how about, if there's at least "half" of the size needed for inserted to drop the item - it drops the item on the belt and anything that was there on the other half of the belt (or less) gets to hold up for split of a second That would make almost all compression problems go away. I think...
by ignatio
Sat Oct 07, 2017 3:30 pm
Forum: Ideas and Suggestions
Topic: Read inserter stack size from the picked item's channel
Replies: 13
Views: 5125

Re: Read inserter stack size from the picked item's channel

Yes, I think the "each" (yellow star) option is fairly obvious for the interface. As I touched on in the OP, I have been able to work around the problem using the "reverse pick" trick: If I want, let's say, 50 splitters in the train and it currently has 46, then I have one insert...

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