Search found 640 matches
- Mon Mar 27, 2023 7:32 pm
- Forum: Technical Help
- Topic: amd ryzen 7 5700x in game for mods?
- Replies: 3
- Views: 1247
Re: amd ryzen 7 5700x in game for mods?
If you're asking if a 1-year-old CPU will perform better than a 13-year-old CPU, I don't think anyone will hesitate to say yes. It's more than three times faster just in clocks. The change from DDR3 to DDR4 will also have a big impact. But still, it is possible to make a big enough factory to lag a ...
- Sun Mar 26, 2023 6:30 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 418
- Views: 269342
Re: Performance optimization - post your saves
LOL :D Okay, I knew that the base isn't small. But what are ways to bring it up to 30 PFS at least? Start a new game? :) That's an impressive map... First loading, I got 7 UPS. After I killed all the biters with the command line (there were 45000 enemy units mostly trying to pathfind to your base a...
- Sun Mar 26, 2023 12:50 pm
- Forum: Gameplay Help
- Topic: How to divide full belt into precision number
- Replies: 10
- Views: 1976
Re: How to divide full belt into precision number
There is no problem, you just need regular splitters. If you provide enough to begin with, the machines will consume what they need and the rest will back up on the belt, forcing the unneeded items to take a different path towards another machine that needs them. Oh. I just realize I could set a in...
- Sat Mar 25, 2023 11:15 pm
- Forum: Gameplay Help
- Topic: How to divide full belt into precision number
- Replies: 10
- Views: 1976
Re: How to divide full belt into precision number
There is no problem, you just need regular splitters. If you provide enough to begin with, the machines will consume what they need and the rest will back up on the belt, forcing the unneeded items to take a different path towards another machine that needs them.
- Sat Mar 25, 2023 8:01 pm
- Forum: Technical Help
- Topic: Best CPU available: AMD Ryzen 9 7950X3D?
- Replies: 48
- Views: 15801
Re: Best CPU available: AMD Ryzen 9 7950X3D?
Remember that while the vanilla Factorio engine is heavily optimized to minimize cache misses, the Lua interpreter that runs mod code is not. Large, heavily modded maps might not see any improvement from Vcache at all, so physical RAM latency is still important.
- Fri Mar 24, 2023 5:27 pm
- Forum: Gameplay Help
- Topic: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
- Replies: 47
- Views: 8412
Re: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
I've noticed that a pipe as well as a tank displays only liquid level but not flow speed. If there's no flow speed how can a player know how it's working if the fluid level is irrelevant? The only entities which show flow speed are steam engines/turbines & (offshore) pumps I know of. Perhaps I'...
- Fri Mar 24, 2023 12:54 am
- Forum: Gameplay Help
- Topic: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
- Replies: 47
- Views: 8412
Re: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
It's logical that you need an input of 60/s to be able to consume 60/s. We're talking about Steam Level. If that's up to the max, there isn't a problem to provide constant flow needed (or we'll see if it drains that there's something wrong). The fluid level in a flowing pipe is a stable equilibrium...
- Sat Mar 18, 2023 4:24 pm
- Forum: General discussion
- Topic: Can't understand hate for handcrafting and love for early malls
- Replies: 27
- Views: 9306
Re: Can't understand hate for handcrafting and love for early malls
If I have a stock pile of green circuits, gears, iron plate, copper plate, etc. I can handcraft most products for early game. Belts is something I like to automate, too, because it is used en masse. I agree, even in late game I set my logistics requests to a stack of all the main intermediate produ...
- Tue Mar 14, 2023 9:53 pm
- Forum: Modding help
- Topic: Determine if item_prototypes attribute is a pointer?
- Replies: 4
- Views: 1054
Re: Determine if item_prototypes attribute is a pointer?
This is a bug in the Global Variable Viewer mod because it naively walks the prototype tree which includes a doubly-linked 2-level tree of LuaGroup objects. The LuaGroup for the subgroup has a reference to the parent group, and the parent has a reference back to the subgroup. This should be handled ...
- Mon Mar 13, 2023 4:04 am
- Forum: Modding discussion
- Topic: New to Modding, what is allowed?
- Replies: 3
- Views: 1272
Re: New to Modding, what is allowed?
My first mod copied a few subroutines from another mod. I messaged them, asked for some advice and if they minded me using that code. Most folks are reasonable if you ask politely. You may have already figured it out, but there's lots of "mods of mods" that change the characteristics of an...
- Sat Mar 11, 2023 4:15 am
- Forum: Questions, reviews and ratings
- Topic: LTN Combat outpost resupply?
- Replies: 4
- Views: 1591
Re: LTN Combat outpost resupply?
I was going to pile on the train of "don't use LTN for that", but then I tried it for myself. The "Merged Delivery" feature does in fact allow multiple items to be loaded into one train, if they are all requested by one station and provided by another. A minimal amount of circuit...
- Tue Mar 07, 2023 1:35 pm
- Forum: Logistic Train Network
- Topic: Bug? Constant Combinator OFF still triggers requests
- Replies: 3
- Views: 985
Re: Bug? Constant Combinator OFF still triggers requests
It's not the only way. You could have a second combinator that you turn on to make the price and request thresholds 1 billion each. Or pass the wire to the stop through a logic combinator that acts as a switch, and have another constant combinator that controls whether it passes signals or not. (Ari...
- Mon Mar 06, 2023 11:59 pm
- Forum: Modding help
- Topic: How to make a definition name for the custom event?
- Replies: 2
- Views: 642
Re: How to make a definition name for the custom event?
There is no way to assign a global name to a custom event ID. When cross-mod compatibility is needed, you will need to add a remote interface so that mod can ask your mod what event ID to register.
- Mon Mar 06, 2023 11:04 pm
- Forum: Logistic Train Network
- Topic: Bug? Constant Combinator OFF still triggers requests
- Replies: 3
- Views: 985
Re: Bug? Constant Combinator OFF still triggers requests
If you have any other signals wired to the LTN stops, like the buffer chests, that is all it takes to turn it into a provider (positive items) or requester (negative items). It uses defaults for everything else.
- Sun Mar 05, 2023 10:30 pm
- Forum: Ideas and Suggestions
- Topic: Let Tanks Flamethrower linger on ground like the hand held
- Replies: 3
- Views: 861
Re: Let Tanks Flamethrower linger on ground like the hand held
There is a simple mod that lets you try this idea. https://mods.factorio.com/mod/tank-flamethrower-rework
- Sun Mar 05, 2023 2:40 pm
- Forum: Logistic Train Network
- Topic: changing config params
- Replies: 9
- Views: 2685
- Sun Mar 05, 2023 2:38 pm
- Forum: Modding help
- Topic: Creation of a machine-gun wagon on the basis of an artillery wagon.
- Replies: 4
- Views: 895
Re: Creation of a machine-gun wagon on the basis of an artillery wagon.
The artillery behavior code is in the base game and cannot be modified to act like a normal turret. The turret wagons mod (https://mods.factorio.com/mod/Armored-train) achieves your goal by teleporting an invisible turret entity along with the train wagon. It's very inefficient right now because it'...
- Sat Feb 25, 2023 2:04 am
- Forum: Gameplay Help
- Topic: Why train chooses long distance?
- Replies: 7
- Views: 1544
Re: Why train chooses long distance?
If a train is occupying the short rail at the moment a second train is computing a path through the intersection, it's possible the second train thinks the longer path is a safer option. It won't necessarily check if the shorter path becomes available before it gets to the intersection as long as th...
- Thu Feb 23, 2023 8:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.76] calling LuaEntity.fluidbox.get_prototype(index) sometimes returns wrong prototype.
- Replies: 9
- Views: 3038
- Thu Feb 23, 2023 12:20 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.76] calling LuaEntity.fluidbox.get_prototype(index) sometimes returns wrong prototype.
- Replies: 9
- Views: 3038
Re: [1.1.76] calling LuaEntity.fluidbox.get_prototype(index) sometimes returns wrong prototype.
Join my thread over in Modding Interface Requests... https://forums.factorio.com/viewtopic.php?f=28&t=100681 The thing that makes this a bug, and which Rseding did not address when closing the 2020 bug report, is that `LuaFluidBox::get_prototype(n)` validates the range of `n` based on the number...