Search found 54 matches
- Sun Mar 03, 2019 6:24 pm
- Forum: Pending
- Topic: [0.17.4] Desync upon connecting to map
- Replies: 2
- Views: 542
Re: [0.17.4] Desync upon connecting to map
In the meantime, the server was restarted. This led to the desyncs disappearing. Unfortunately, I am no longer able to get a proper desync report, so if it happens again I will submit a new bug.
- Sun Mar 03, 2019 5:30 pm
- Forum: Pending
- Topic: [0.17.4] Desync upon connecting to map
- Replies: 2
- Views: 542
[0.17.4] Desync upon connecting to map
Desync report and log are here: https://drive.google.com/open?id=1PLtW8 ... Wra8MVf0hA
Happens when connecting to server, every time. Able to join other servers without issue. Steam version updated from 0.16.51 to now.
EDIT: other newly connecting players also desync.
Happens when connecting to server, every time. Able to join other servers without issue. Steam version updated from 0.16.51 to now.
EDIT: other newly connecting players also desync.
- Tue Feb 12, 2019 5:53 am
- Forum: Modding interface requests
- Topic: game.take_screenshot() show_debug_settings bool
- Replies: 1
- Views: 730
game.take_screenshot() show_debug_settings bool
The take_screenshot function is not exactly consistent with regards to which debug settings it will show (tile-grid will show, time-usage will not). I request an optional bool setting to force taking a screenshot with all currently enabled debug settings included in the screenshot.
- Tue Jan 29, 2019 3:27 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.41] vanilla trains can creep forward with no path
- Replies: 5
- Views: 2033
Re: [kovarex] [0.16.41] vanilla trains can creep forward with no path
I have reproduced this behavior in 0.16.51
Here is a save which exhibits the issue:
Here is a save which exhibits the issue:
- Thu Nov 08, 2018 3:14 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Setting combinator inactive then active doesn't update it
- Replies: 3
- Views: 2993
[0.16.51] Setting combinator inactive then active doesn't update it
By setting a (decider here) combinator inactive with
/c game.player.selected.active = false
and then
/c game.player.selected.active = true
The counter does not start counting up as expected. (The red circle does go away)
If you save the game and then reload it begins functioning as expected.
/c game.player.selected.active = false
and then
/c game.player.selected.active = true
The counter does not start counting up as expected. (The red circle does go away)
If you save the game and then reload it begins functioning as expected.
- Tue Aug 21, 2018 2:12 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 2 - Steel Smelting
- Replies: 15
- Views: 13404
Re: UPS Wars 2 - Steel Smelting
I have spent a lot of time benching various things outside the forum, and what I've found is that in order to accurately gauge how a design will perform at megabase scale, it needs to be scaled to megabase scale. To me, this means scaling designs to target a maximum to 200 UPS or less effective. Lik...
- Thu Aug 16, 2018 3:10 am
- Forum: Implemented mod requests
- Topic: Make source/target inventories of inserters writeable
- Replies: 4
- Views: 3016
Re: Make source/target inventories of inserters writeable
Here's a bit of lua I made for copying 1 area (ie 1 blueprint + cars) as many times as specified. Basic usage is to start at y = 0 and go north for N tiles that your design will encompass. Supply N to the script. And then run the first command to copy everything except beacons. The second command co...
- Sat Jun 02, 2018 1:40 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.47] Circuit network blueprints break sometimes
- Replies: 1
- Views: 2939
[kovarex] [0.16.47] Circuit network blueprints break sometimes
belt.png blueprint.png When attempting to blueprint 2 belts with a gap of 9 tiles in between, the circuit network connections are not always preserved. So far it only seems to happen at 9 tiles distance. The connection is only preserved if the lower belt is moving north, any other direction it will...
- Sat May 19, 2018 4:53 am
- Forum: Not a bug
- Topic: [0.16.43] Offshore pumps - circuit network doesnt sleep them
- Replies: 1
- Views: 709
[0.16.43] Offshore pumps - circuit network doesnt sleep them
When offshore pumps are disabled by the circuit network, they do not enter a sleep state, as indicated by the red circle in the debug options. This behavior is not consistent with other similar entities, namely mining drills and pumpjacks. Both mining drills and pumpjacks do sleep when turned off by...
- Sat May 19, 2018 4:23 am
- Forum: Ideas and Suggestions
- Topic: Give input inserters' sleep priority
- Replies: 4
- Views: 2144
Re: Give input inserters' sleep priority
Labs also show this issue as well. Namely, when a lab has enough packs such that if any of the packs enters the belt in front of it, none can or will be inserted, but still the inserters will remain active at all times. The active state of the inserter should be linked to the quantity of items waiti...
- Thu Apr 26, 2018 3:28 am
- Forum: Resolved Problems and Bugs
- Topic: splitter_output_priority lua sets the input priority
- Replies: 1
- Views: 1843
splitter_output_priority lua sets the input priority
Place a splitter
Hover over it
/c game.player.selected.splitter_output_priority = "right"
Sets the input priority to the right
Hover over it
/c game.player.selected.splitter_output_priority = "right"
Sets the input priority to the right
- Sat Apr 07, 2018 3:57 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 2 - Steel Smelting
- Replies: 15
- Views: 13404
Re: UPS Wars 2 - Steel Smelting
An idea I had was to use an explicit train schedule instead of naming every station the same thing and dynamically turning off the stations like in quxykh's. This design is a complete copy paste of quxykh's except for the stations. Unsurprisingly performance is almost identical. In fact it is so clo...
- Sun Mar 25, 2018 2:39 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 2 - Steel Smelting
- Replies: 15
- Views: 13404
Re: UPS Wars 2 - Steel Smelting
Results have been uploaded. One thing I've been thinking about is how reliable are these kind of small scale results when taken to the max at megabase scale. It's entirely conceivable that what bottlenecks a system at these small scale changes at a larger scale. I ran a small test on my personal meg...
- Fri Mar 23, 2018 1:16 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 2 - Steel Smelting
- Replies: 15
- Views: 13404
Re: UPS Wars 2 - Steel Smelting
Screenshot_20180322_191115.png After a little delay, I have my first submission. This design uses direct insertion to achieve quite a respectable score. I've also started the results spreadsheet: https://docs.google.com/spreadsheets/d/1rw23eXcB_S4JBBnBMv1aYAdjueDO26E5JxmJMHPzE0g/edit?usp=sharing Ev...
- Fri Mar 23, 2018 12:43 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 2 - Steel Smelting
- Replies: 15
- Views: 13404
Re: UPS Wars 2 - Steel Smelting
I've updated the OP to reflect the new design parameters. The map has been updated to v1.1 to disable pollution. The below command can be used to update 1.0 maps to 1.1. Happy Building! /c local surface = game.player.surface; for coord in surface.get_chunks() do surface.pollute({coord.x * 32, coord....
- Wed Mar 21, 2018 7:44 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 2 - Steel Smelting
- Replies: 15
- Views: 13404
Re: UPS Wars 2 - Steel Smelting
Some clarifications. Infinity chests can be moved any where except closer to the patch you may also have any number of them. As for a fixed production target, I do like the idea, a target of 20000/min will do, I think. Perhaps 50k/m submissions as well, as it is near the amount needed for 5k spm Pow...
- Tue Mar 20, 2018 11:56 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 2 - Steel Smelting
- Replies: 15
- Views: 13404
UPS Wars 2 - Steel Smelting
THE DATA: https://docs.google.com/spreadsheets/d/1rw23eXcB_S4JBBnBMv1aYAdjueDO26E5JxmJMHPzE0g/edit?usp=sharing It's time for round 2 of the smelting UPS wars, and this time, the challenge is steel. Going from ore -> steel is significantly different than just smelting to plates, so I thought it was ...
- Sat Mar 17, 2018 3:36 am
- Forum: Technical Help
- Topic: Quad Channel Memory
- Replies: 1
- Views: 907
Quad Channel Memory
Just wondering if anyone has done any quad+ channel memory benchmarks on some of the larger megabases out there. All searching seems to show is a casual mention, but never hard data.
- Sat Jan 27, 2018 12:09 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS wars: smelting challenge (design competition)
- Replies: 83
- Views: 37902
Re: UPS wars: smelting challenge (design competition)
I was wondering how belts compared now in .16 so I made a little test.
https://docs.google.com/spreadsheets/d/ ... sp=sharing
Not too bad i'd say.
https://docs.google.com/spreadsheets/d/ ... sp=sharing
Not too bad i'd say.
- Wed Jan 24, 2018 4:02 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS wars: smelting challenge (design competition)
- Replies: 83
- Views: 37902
Re: UPS wars: smelting challenge (design competition)
https://docs.google.com/spreadsheets/d/1pYMJ2SXmcvnwXqyd2roWo5flD5ZcG0ai9UQMGSeoKy4/edit?usp=sharing Results on my machine ^ Results gathered using: https://github.com/mulark/factorio_benchmark_scripts/blob/master/benchmark_script.sh Just change the pattern to match each persons respective map. It d...