Search found 61 matches

by Sopel
Mon Aug 10, 2020 9:42 am
Forum: Ideas and Suggestions
Topic: default circuit network signal (max or sum) makes the concept easier to pickup, more resiliant, and a new poweruser tool
Replies: 7
Views: 2194

Re: default circuit network signal (max or sum) makes the concept easier to pickup, more resiliant, and a new poweruser

I like the idea, but I would modify it slightly. There is no need for the max/sum signal to be always calculated. They could work just like "anything" or "everything" works now - we already have 2 aggregating signals, why not have more?. Max/min/sum/average could all be useful an...
by Sopel
Sun Aug 09, 2020 7:37 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
Replies: 16
Views: 3477

Re: [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.

So I've looked at the performance without modules. I placed around 400 electrolyzers, each with 1200 voids at the outputs. Each void is saturated at about 50%, meaning it works for a second, then doesn't for a second, and it loops. That gives 600 transitions from ingredient shortage -> working per s...
by Sopel
Fri Aug 07, 2020 8:39 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
Replies: 16
Views: 3477

Re: [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.

Thanks for looking into it. That's something I have not expected. With that information I'll look into this again tomorrow, because I still think there is some noticable cost to such entities even if they are not moduled - I made the change on a pymods community map where no modules were used and th...
by Sopel
Fri Aug 07, 2020 2:24 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
Replies: 16
Views: 3477

Re: [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.

I believe it already caches the previous recipe. The problem is that when it's not saturated it looks for others (because there may exist a recipe that takes 100 water and voids it and also a recipe that takes 10 water and voids it. Imagine the first one being executed and leaving 20 water in. The s...
by Sopel
Fri Aug 07, 2020 1:08 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
Replies: 16
Views: 3477

[Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.

PyIndustry adds entities that can void fluids/gasses/items (ingredient is converted to 0 water). They are of type "furnace". There is a in the order of a few hundred possible recipes for each such entity. After changing the type of the voiding entity to "assembling-machine" the e...
by Sopel
Thu Apr 02, 2020 8:08 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 880168

Re: 4-way intersections: Throughput and deadlocks [image heavy]

It looks like the multicross just compressed. I tested it briefly and gets about the same as the multicross. Yes! I was playing with multicross and was bugged by how much space is wasted in the corners. This should have the same performance if I didn't screw up. Should have probably mentioned that....
by Sopel
Wed Apr 01, 2020 12:36 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 880168

Re: 4-way intersections: Throughput and deadlocks [image heavy]

A 2 lane RHD 6-car intersection of size 4x4 chunks. I was unable to find any smaller with the matching throughput. I think the smallest one that matches this one in throughput is about 5x5 chunks. Last time I tested it was ~87/min. It would be nice to get it verified by someone else and included in ...
by Sopel
Sat Mar 28, 2020 5:33 pm
Forum: PyMods
Topic: Py QOL mods
Replies: 4
Views: 2386

Re: Py QOL mods

RedViper wrote: ↑
Sat Mar 28, 2020 3:37 pm
Hello, I got an error with your helpful helmod recipes mod when using the transport drones mod, I thought it was a mistake on Klonans end, but he was nice enough to provide a fix.
Thanks! I'll fix this in a minute
by Sopel
Mon Mar 23, 2020 1:31 pm
Forum: PyMods
Topic: Py QOL mods
Replies: 4
Views: 2386

Re: Py QOL mods

Alternatively:
Unchecking this does indeed remove it from the tooltip but the performance drop is still there. It hasn't changed with the last update that fixed some of this stuff.
fps_drop.png
fps_drop.png (526.06 KiB) Viewed 2360 times
by Sopel
Mon Mar 23, 2020 12:25 pm
Forum: PyMods
Topic: Py QOL mods
Replies: 4
Views: 2386

Py QOL mods

This is a collection of my QOL mods that I made with py in mind. These work with anything, not only py, but it's py (and ab) where they shine. Remove Raw Materials Display Modpage: https://mods.factorio.com/mod/remove_raw_materials_display Description: When playing with all recipes unlocked some raw...
by Sopel
Sun Mar 22, 2020 1:51 pm
Forum: Mods
Topic: [MOD 1.1] Loader Redux
Replies: 131
Views: 78360

Re: [MOD 0.17 - 0.18] Loader Redux

eradicator wrote: ↑
Sun Mar 22, 2020 9:33 am
Sopel wrote: ↑
Tue Feb 04, 2020 11:49 am
is it somehow moderated?
You've searched in "Recently Updated" but you wanted "Most Downloaded".
no excuse for wrong defaults
by Sopel
Wed Mar 18, 2020 12:37 am
Forum: Outdated/Not implemented
Topic: Above 60 fps (120 or 144).
Replies: 46
Views: 20641

Re: time for >60fps

Smoother camera movement and moving items when in hand (and guis generally) would be enough.
I always play creative with 144 ups just because it's so much better on my monitor. For legit playthroughs, not so much choice sadly.
by Sopel
Wed Mar 18, 2020 12:33 am
Forum: Ideas and Suggestions
Topic: Sound when successfully copy/pasting an entity
Replies: 11
Views: 2161

Re: Sound when successfully copy/pasting an entity

I think it would make more sense for undo, since with copy/paste you always see the result.
by Sopel
Sun Mar 15, 2020 5:43 pm
Forum: Balancing
Topic: The enemies are kind of a "forced failure" condition
Replies: 7
Views: 4299

Re: The enemies are kind of a "forced failure" condition

that's why you can turn them off
by Sopel
Sun Mar 15, 2020 4:29 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60538

Re: Optimization idea: abstraction

Factorio doesn't update assembler progress every tick. Just when product is made or something else happens. At least that what one of the devs told me on reddit when I brought up the topic. As for the "abstraction". To even make it feasible I think it would require the user to specify an a...
by Sopel
Tue Feb 04, 2020 4:02 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291350

Re: pY Alien Life - Discussion

Zemoff wrote: ↑
Tue Feb 04, 2020 3:24 pm
Mayby we can get empty mod to start new game and update it later for existing map?
that's not how this works
by Sopel
Tue Feb 04, 2020 12:35 pm
Forum: Ideas and Suggestions
Topic: Use 64-bit integers for signals
Replies: 20
Views: 6505

Re: Use 64-bit integers for signals

"There's no performance impact, except for division, but then again, it's from 2011, it's migth be better." This is a microbenchmark. When you take cache into consideration it has an impact. Though the whole system is complex and such a little change would likely not matter in the end. &qu...
by Sopel
Tue Feb 04, 2020 11:49 am
Forum: Mods
Topic: [MOD 1.1] Loader Redux
Replies: 131
Views: 78360

Re: [MOD 0.17 - 0.18] Loader Redux

good job mod portal...
Image
is it somehow moderated?
by Sopel
Sun Jan 26, 2020 10:50 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291350

Re: pY Alien Life - Discussion

I'm concerned about what BlueTemplar brought up already, that is how expensive the higher tiers of "animal modules" are. Regarding the science complexity now. One solution would be to add a science pack below red, which would be used just for a few essential researches like automation, log...
by Sopel
Tue Jan 21, 2020 1:59 pm
Forum: Logistic Train Network
Topic: Restrict trains to certain resources only?
Replies: 10
Views: 4044

Re: Restrict trains to certain resources only?

It's not complex at all! That's the best part. The only thing one has to do is set the depo stop to "Read train contents" and "Enable/disable" on Anything>0. Wires only required if you want the programmable speaker part. My understanding of the enable/disable option was that it ...

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