Search found 160 matches

by doxsroxs
Mon Oct 03, 2016 7:45 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176049

Re: Smart dynamic train deliveries with combinator Magick [0.13]

Hi again Im sorry to say, but its broken and I cant seem to fix it :o :lol: This is the current situation: 246 stations in the network Depot train stop value set to 300 T value set to 320 G value for materials set to 195, dont know exactly how many active materials we got, but its a bunch (13 chests...
by doxsroxs
Thu Sep 29, 2016 10:39 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Multiplayer performance issues - Trains GUI
Replies: 18
Views: 8552

Re: Multiplayer performance issues

Im sorry, but that makes no sense, when and where are those two tabs graphics intensive and please explain to me how that would be possible? In case this is actually a valid question, I have a GTX 970 (dont have OC figures in my head, but its bumped up a few notches, still stable though). I am actu...
by doxsroxs
Thu Sep 29, 2016 8:54 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Multiplayer performance issues - Trains GUI
Replies: 18
Views: 8552

Re: Multiplayer performance issues

Two huge issues I have found is the production tab that murders performance, dropping it to sub 30 FPS each time, even when I had 60 FPS and the base was smaller. Clicking on a train station in the main network will bring up a tab showing all the trains using it, we have 20+ trains and it will make...
by doxsroxs
Thu Sep 29, 2016 7:56 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Multiplayer performance issues - Trains GUI
Replies: 18
Views: 8552

Re: Multiplayer performance issues

Hi Thanks for the tips, ill go ahead and try the UPS-up mod. Wont convert to a robot base at this moment since we decided to stick with belts and robot bases seem a bit boring to build tbh. We do use robots for the central storage stations and some simple items that are not needed in quantity. Curre...
by doxsroxs
Mon Sep 26, 2016 1:45 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Multiplayer performance issues - Trains GUI
Replies: 18
Views: 8552

Re: Multiplayer performance issues

ssilk wrote:Factorio gains some performance with faster RAM. :)
I do have some headroom here, Ill see if I can run them a bit faster later this week. :)
by doxsroxs
Mon Sep 26, 2016 1:43 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Multiplayer performance issues - Trains GUI
Replies: 18
Views: 8552

Re: Multiplayer performance issues

The F4 debug menu has an option to show timings for how much time is spent on each part of processing, this should help you find out where your bottlenecks are. Belts will be optimised in 0.15 I think, it's mainly the collision detection which is being reworked so shouldn't be a problem going forwa...
by doxsroxs
Mon Sep 26, 2016 11:23 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Multiplayer performance issues - Trains GUI
Replies: 18
Views: 8552

[Rseding91] Multiplayer performance issues - Trains GUI

Hi Me and a friend are running a bobs mods multiplayer game where I run as server. We are running the latest beta release and are having ever increasing performance issues. Long story short, we need help in identifying how to build a large base while maintaining acceptable performance. What can we a...
by doxsroxs
Mon Sep 19, 2016 7:41 pm
Forum: Bob's mods
Topic: Request for better recepie production information
Replies: 15
Views: 5139

Re: Request for better recepie production information

Thanks for the tips, actually this is not a major problem any more since I have played a bit further. Also, today when I reviewed the materials tab today I noticed that most of them indicated where they where made, this was not the case a while back. So I guess it has been updated without me knowing...
by doxsroxs
Mon Sep 19, 2016 4:07 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298971

Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3

Just to let you know, I have been unable to reproduce this issue, but when it happens the next time Ill make sure to save immediately so I can show you what happens. :)
by doxsroxs
Mon Sep 19, 2016 11:57 am
Forum: Bob's mods
Topic: Request for better recepie production information
Replies: 15
Views: 5139

Request for better recepie production information

Hi I have found that most issues I have with recepies and setting up a new production chain is related to understanding how and where a certain material/product is produced. A huge improvement would be if all recepies where available in the crafting menu (on the right when pressing e), even if they ...
by doxsroxs
Mon Sep 19, 2016 9:32 am
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176049

Re: Smart dynamic train deliveries with combinator Magick [0.13]

I think the hardest part is getting everything to work when you dont know what errors to look for or what signals to expect. That takes time to learn, however the system is stable now and should not give you problems when starting up. Just make sure you use correct blueprints and a checklist that yo...
by doxsroxs
Mon Sep 19, 2016 9:18 am
Forum: Combinator Creations
Topic: Split and prioritize output belt (and merge multiband right)
Replies: 14
Views: 21438

Re: Split and prioritize output belt (and merge multiband right)

Really nice solution. This looks way better than a splitter cascade!

Thanks!
by doxsroxs
Sat Sep 17, 2016 6:18 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298971

Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3

Cool! I think I have a save where it happens. Or is about to happen.
If I have the time tonight Ill do it and send you the stuff :)
by doxsroxs
Thu Sep 15, 2016 10:03 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298971

Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3

I have encountered something strange a couple of times now. Do you think this might be related to your mod? It started with a sudden performance drop that was very substantial. I went from 60 fps to sub 10 fps. After some looking around I found a train stuck at the depot station flicking it on and o...
by doxsroxs
Thu Sep 15, 2016 8:05 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298971

Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3

Thats some awesome updates! That move to last page button is a real time saver! :D
Ill check the performance drop and get back to you if I find something.

Again, absolutely awesome! Thanks :D
by doxsroxs
Thu Sep 15, 2016 3:06 pm
Forum: Combinator Creations
Topic: Mine depletion indicators (Muliplexing/Demultiplexing by Modulo Operations)
Replies: 15
Views: 18821

Re: Mine depletion indicators (Muliplexing/Demultiplexing by Modulo Operations)

Thats an interesting solution. We approached it in a slightly different way. We are using a train system with combinator magick built by siggboy and the issue of depleted mines was driving us mad. Currently we use a multi mining station where we load all ore types, fast to build and then blanket all...
by doxsroxs
Wed Sep 14, 2016 12:11 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159579

Re: [0.14.x] Bob's Mods: General Discussion

I agree any sort of boxy structure would fit. Look at compressors, they have cooling fins on exposed electric motors or air vents/intakes to cool the electric motors inside. Possibly some sort of belt drive in conjunction with it if you have exposed motors. (exposed might be more work though) Should...
by doxsroxs
Wed Sep 14, 2016 11:01 am
Forum: Combinator Creations
Topic: Balanced buffer
Replies: 25
Views: 41633

Re: Balanced buffer

This is really interesting. Im currently using balanced loaders and unloaders for all my stations. However, my mixed ore stations are a mess since my current solution has one combinator per box to sum each box contents prior to dividing by number of boxes. Anyone got an idea on how this can be impro...
by doxsroxs
Tue Sep 13, 2016 10:48 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298971

Re: [MOD 0.12.35|0.13] SmartTrains 1.0.0

Hi Thank you for the timely updates. I have a few performance related requests. Im running a fairly large bobs mods game with a train system (combinator magick by siggboy). The first issue is when opening a station with a large amount of trains on a huge map. In the interface all trains using the st...
by doxsroxs
Mon Sep 12, 2016 10:03 am
Forum: Show your Creations
Topic: A complicated, but working Power Plant (redd.it/r/factorio)
Replies: 1
Views: 1685

Re: A complicated, but working Power Plant (redd.it/r/factorio)

Interesting, just checked quickly via phone.
Do you actually manage to measure powerlevels?

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