Search found 144 matches
- Mon Nov 23, 2020 4:49 am
- Forum: Gameplay Help
- Topic: Logical requests delayed
- Replies: 25
- Views: 5512
Re: Logical requests delayed
I am not 100% sure what you mean by latency in the system. The buffer chests with water barrels around the requester chests at the factory connection are there to prevent the issue of travel time for barrels (priority for source is active provider > buffer/storage > passive provider and closest to ...
- Mon Nov 23, 2020 1:38 am
- Forum: Gameplay Help
- Topic: Logical requests delayed
- Replies: 25
- Views: 5512
Re: Logical requests delayed
In the save you posted, the buffer chests are all wired and you have around 8K bots in the network. I will have a closer look and be back in a few minutes... Back :) On my laptop the complete update is around 16.000, Logistic Manager mostly at 2.000 - 2.500, highest value seen 4.000. The chests uppe...
- Sun Nov 22, 2020 11:04 pm
- Forum: Gameplay Help
- Topic: Logical requests delayed
- Replies: 25
- Views: 5512
Re: Logical requests delayed
I had a look into your save today and it looked totally normal to me. There are bursts when copper or iron comes in by train, water barrels are transported quite steady. It's true that the buffer boxes are not getting much (lowest priority), but that's because you always have around 2-3K bots chargi...
- Sun Nov 22, 2020 7:50 am
- Forum: Gameplay Help
- Topic: Logical requests delayed
- Replies: 25
- Views: 5512
Re: Logical requests delayed
When you have bursts of assigned bots while other times they're sleeping while they could just work steady, I think your Processor can't handle that much bots. You might try to come up with a design more efficient, to be honest - I never had 12K bots in one network because that doesn't make much sen...
- Sat Nov 21, 2020 10:15 pm
- Forum: Gameplay Help
- Topic: Logical requests delayed
- Replies: 25
- Views: 5512
Re: Logical requests delayed
Hi Kahnugo, the behavior you describe sounds much like charging congestion at the roboports. As far as I know bots that are charging (or waiting to be charged) but without delivery task yet, are shown as idle, doesn't mean they're ready to deliver something. You can turn on "show bots on map&qu...
- Fri Nov 20, 2020 12:10 am
- Forum: Gameplay Help
- Topic: City block train station layout
- Replies: 3
- Views: 9974
Re: City block train station layout
The version with the roundabouts decrease traffic troughput by 50%. In case you want to place lots of this city blocks, you might run into troughput problems too, there will be a lot of congestion. After having that problem too, I came up with this (2-way/4lanes right hand drive), which works ok so ...
- Wed Nov 18, 2020 3:05 am
- Forum: Technical Help
- Topic: (solved) Windows changes power plan when starting Factorio
- Replies: 2
- Views: 783
Re: Windows changes power plan when starting Factorio
It runs slower ? Yeah, funny thing... It's a laptop, so my guess is that on high performance plan the system get's hotter and processor is going into throttled mode. I was able to solve the problem, it was Avast Antivirus that changed the power plan, even if it had not installed the "game mode...
- Tue Nov 17, 2020 11:23 pm
- Forum: Technical Help
- Topic: (solved) Windows changes power plan when starting Factorio
- Replies: 2
- Views: 783
(solved) Windows changes power plan when starting Factorio
Since some weeks, when I start Factorio or ALT-TAB to desktop and then back to Factorio, Windows 10 changes the power plan to "High performance". Unfortunately, with that power plan the game runs slower than with the "Balanced plan". I deactivated game mode in windows settings, b...
- Tue Nov 17, 2020 1:14 am
- Forum: General discussion
- Topic: How addicted to this game are you?
- Replies: 10
- Views: 3440
Re: How addicted to this game are you?
To reply to the initial question: On a scale from 1 to 10 Iwould say.... 12
- Sun Nov 15, 2020 11:52 pm
- Forum: Technical Help
- Topic: Low quality icons for items and science.
- Replies: 9
- Views: 2574
Re: Low quality icons for items and science.
Are you sure the game is running in the native screen resolution of your monitor?
Does it look the same if you start the game in windowed mode?
Does it look the same if you start the game in windowed mode?
- Fri Nov 13, 2020 10:33 pm
- Forum: Ideas and Suggestions
- Topic: [obsolete after V1.1] New Train stop condition: Next stop not deactivated
- Replies: 16
- Views: 4435
Re: New Train stop condition: Next stop not deactivated
You don't use that trick on the stackerstation itself so trains can path there without problems. Ah, right. And what happens to the trains that have exited the stacker and then all stations deactivate? Do they repath to the unreachable station (and stop) or go to the next waypoint? EDIT: No, they d...
- Fri Nov 13, 2020 8:12 pm
- Forum: Ideas and Suggestions
- Topic: [obsolete after V1.1] New Train stop condition: Next stop not deactivated
- Replies: 16
- Views: 4435
Re: New Train stop condition: Next stop not deactivated
As far as I remember a dev posted a workaround for this a while ago: Create one train stop which is not accessible and name it the same as the stations you want to protect from being skipped. When all stations of that name deactivate themselves this one will still be there. Trains in the stacker wi...
- Fri Nov 13, 2020 4:12 am
- Forum: Ideas and Suggestions
- Topic: [obsolete after V1.1] New Train stop condition: Next stop not deactivated
- Replies: 16
- Views: 4435
Re: New Train stop condition: Next stop not deactivated
Looks like there is a demand for this "feature", not sure why not one developer has joined the topic. I want to explain WHY this idea is so good and the "Limit trains per station"-feature will not come close to it: Let's imagine you have a lot of stations that provide goods, and ...
- Sat Nov 07, 2020 12:19 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79315
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
"E to confirm" will really make me happy, no idea how many thousand times I forgot to confirm with enter and exited without doing anything
- Sat Oct 17, 2020 12:46 am
- Forum: Technical Help
- Topic: Path finder raising up to 50000?
- Replies: 15
- Views: 3609
Re: Path finder raising up to 50000?
You could try to use efficiency modules.. they work nicely in some things like miners.. it all depends on how are you building tho. Most pollution comes from the assemblers (80/m), the miners do 40/m, but sure it would help. The more I think about it all... Maybe it's time for me to start a new map...
- Sat Oct 17, 2020 12:36 am
- Forum: Technical Help
- Topic: Path finder raising up to 50000?
- Replies: 15
- Views: 3609
Re: Path finder raising up to 50000?
How about using a mod that offers "pollution cleaning" buildings that suck up the pollution at the source so it doesn't stretch as far out? (No particular mod in mind, just know those exist.) I tried that yesterday, I built a large array of air-cleaners and it slowly brings down pollution...
- Sat Oct 17, 2020 12:31 am
- Forum: Technical Help
- Topic: Path finder raising up to 50000?
- Replies: 15
- Views: 3609
Re: Path finder raising up to 50000?
Exploring the area within your pollution cloud, and clearing all the biter nests in it (by setting up your artillery further out) could solve your issue (once the clearing is done). I give it a shot, maybe I'm able to hold the pollution cloud inside the claimed territory if it absorbs enough pollut...
- Fri Oct 16, 2020 8:18 am
- Forum: Technical Help
- Topic: Path finder raising up to 50000?
- Replies: 15
- Views: 3609
Re: Path finder raising up to 50000?
If the pollution cloud is so large that the pathfinder is choking on it then arguably it doesn't have any effect anyway and you might just as well disable pollution completely? /c game.map_settings.pollution.enabled = false for _,s in pairs(game.surfaces) do s.clear_pollution() end That would sure ...
- Thu Oct 15, 2020 11:53 pm
- Forum: Technical Help
- Topic: Path finder raising up to 50000?
- Replies: 15
- Views: 3609
Re: Path finder raising up to 50000?
How far does your pollution spread? Because if pollution reaches nests out that far, then that would be expected. If you think you have a bug, then upload the save. As the teritorry is not explored, I can't see the pollution. But the path finder activity is in a big circle around the base, so pollu...
- Wed Oct 14, 2020 6:06 am
- Forum: Technical Help
- Topic: Path finder raising up to 50000?
- Replies: 15
- Views: 3609
Re: Path finder raising up to 50000?
So, cutting off ammo supply didn't work.
Enabling path-finder-fringe in debug mode revealed the problem I think: The path finder is constantly updating all over the map and not only in charted territory, but also way off, even out of manual artillery range.
Enabling path-finder-fringe in debug mode revealed the problem I think: The path finder is constantly updating all over the map and not only in charted territory, but also way off, even out of manual artillery range.