Search found 94 matches

by Krazykrl
Sat Aug 19, 2017 9:04 pm
Forum: General discussion
Topic: Factorio performance hashlife
Replies: 2
Views: 1598

Re: Factorio performance hashlife

Well, it's not about concurrent preprocessing like in hashlife. Factorio is designed from the ground-up to be deterministic with vast interdependency. This is the same reason why you cannot multithread Factorio that well. A drill on the otherside of the map would be affected by consuming something l...
by Krazykrl
Fri Aug 18, 2017 3:59 am
Forum: General discussion
Topic: Will they add more infinite research? Or just current featur
Replies: 7
Views: 2234

Re: Will they add more infinite research? Or just current featur

Infinite research would be neat to just make your factory performance just better over time. Here's some random infinite researches that would be pretty nifty to have, of course some of them should have diminishing returns. Stone/Steel furnace productivity/speed/fuel consumption Boiler productivity ...
by Krazykrl
Thu Jul 20, 2017 7:42 am
Forum: General discussion
Topic: Any way to filter liquids..? (+poll)
Replies: 10
Views: 4937

Re: Any way to filter liquids..? (+poll)

If you want a barelling facility, and don't want 6 barelling facilities, you may want this kind of contraption. how do you change the factory's production? Do you have some mod that is just 'barrel whatever liquid it gets' ? No, you would essentially do the same thing as above; but instead of tanks...
by Krazykrl
Mon Jul 17, 2017 9:32 am
Forum: General discussion
Topic: Infinity water
Replies: 26
Views: 12763

Re: Infinity water

A few things: the devs have said they won't add a way to add water, largely because it would make biters pointless. They could add biters which can fly or swim, but they seem to have little interest in doing so. Other than that, if they added all the ideas the community thought they should (many of...
by Krazykrl
Mon Jun 19, 2017 11:54 pm
Forum: General discussion
Topic: So, I was going to play OpenTTD next but then...
Replies: 24
Views: 11834

Re: So, I was going to play OpenTTD next but then...

Well, after playing a bit of OpenTTD... the PBS system in OpenTTD is a little easier to use. Since the train that triggers a PBS signal reserves only the tile segment pieces that the train will run on (instead of a defined block of rail that includes any railway switches, including associated rail i...
by Krazykrl
Fri Jun 16, 2017 6:30 am
Forum: General discussion
Topic: how many machine until your game getting lag ?
Replies: 2
Views: 1345

Re: how many machine until your game getting lag ?

Well, accumulators and solar panels are unified into one calculation. Something like (SolarPanelQuantity * SunlightPercentage * 60kW). So the entire set of wired up solars and accus in one power network only take one calculation for a practically unlimited number of them. The real UPS loss comes fro...
by Krazykrl
Tue May 30, 2017 2:09 am
Forum: General discussion
Topic: Chest provision
Replies: 7
Views: 3436

Re: Chest provision

You don't need to tie your inserters to the logistic network... you just need to wire them to the intermediate chests. KatherineofSky has a great setup for this, which i use in every game. Where you have 9 input/output chests for each Yellow/Red/Blue Belt/Underneathy/Splitter. Even early-game you wo...
by Krazykrl
Tue May 30, 2017 1:20 am
Forum: General discussion
Topic: IS this a bug or a feature?
Replies: 5
Views: 2512

Re: IS this a bug or a feature?

It's not necessarily a bug... it's a timing thing relating to the inserter dropping onto the outside lane directly onto a splitter. The solution is to not insert directly onto splitters, only insert onto belts or underneathies if you want consistent results.
by Krazykrl
Sat May 27, 2017 8:03 pm
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 38576

Re: Underground belt lane splitting, anyone else hate it?

That strikes me as proposing adding a whole additional fiddly and complex layer, solely for the sake of avoiding adding a single, simple, versatile new piece. Imagine needing to build anything large, and needing to open and fiddle with checkboxes for hundreds of those individually! Why, when you co...
by Krazykrl
Sat May 27, 2017 5:12 am
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 38576

Re: Underground belt lane splitting, anyone else hate it?

My main problem with using Undergrounds for lane blocking (the ugliness isn't much of a factor) is that undergrounds don't let me use other undergrounds nearby on the same plane. This is especially noticeable now that red and blue underneathies have extended range. Using 1 Underground for a single l...
by Krazykrl
Thu May 25, 2017 10:47 pm
Forum: General discussion
Topic: Electric Furnaces vs Steel Furnaces
Replies: 15
Views: 51371

Re: Electric Furnaces vs Steel Furnaces

Yep. Electric furnaces are really intended for end-game where you can get extra productivity and speed out of them without needing to feed them chemical fuel directly.
by Krazykrl
Thu May 11, 2017 4:29 am
Forum: Gameplay Help
Topic: What are the most Up-To-Date Priority Splitter Designs?
Replies: 9
Views: 9953

Re: What are the most Up-To-Date Priority Splitter Designs?

Remember belts have a fractional number of items per segment... if you only detect one belt segment, the value of items will "flicker" and reduce the max throughput of your splitter. For a max throughput priority splitter. you need to use the method above, but wire (i think) 9 detector seg...
by Krazykrl
Sat May 06, 2017 7:15 pm
Forum: General discussion
Topic: Loader Poll - Trying to get an idea of what the opinions are
Replies: 160
Views: 54586

Re: Loader Poll - Trying to get an idea of what the opinions are

Stack inserters are ~766 items/min chest to belt, and ~1661 items/min chest to chest. You need 3 tiles for the current loader+feeder belt; where you would need 3 stack inserters (and quite a bit of compression and balancing overhead) for the same interface without loaders. These are my suggestions f...
by Krazykrl
Tue May 02, 2017 11:59 pm
Forum: Duplicates
Topic: [0.15.6] Factorio crashes during loading of old modded maps
Replies: 1
Views: 712

[0.15.6] Factorio crashes during loading of old modded maps

Issue: Factorio 0.15.6 crashes during loading of select old maps (log says "139.960 Info Scenario.cpp:133: Map version 0.14.13-2") that have had mod(s) installed. Crashes possibly relate to migrating a save from 0.14.13 with the mod "Warehousing 0.10" installed... to 0.15.6 vanil...

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