Please Help - Possible Bug
Posted: Sun May 20, 2018 4:07 am
Note the difference between consumption measured in the game's production/consumption window and that which was measured directly by the circuit network. Probably a bug. Will wait for others to confirm before reporting.
The math I have done on the research points getting generated strongly suggests that the circuit network output is correct, and the game's consumption display is incorrect.
Note - I would greatly appreciate it if someone that is more of a Factorio veteran would check my circuit network to ensure that it is correct. I'm pretty sure it is, but not 100%.
Update - This is caused by the game merging partially consumed flasks. The merge does not count as "item consumed". The circuit network is showing the true rate of science consumption.
Save (0.16.36): Reproduction:
Delete the construction.
Place the blueprint.
Delete the combinators.
Wait a few minutes for the lab inputs to stabilize.
Place the blueprint over top the rest of the setup to start the circuit network tabulating.
Wait 15 minutes (or an hour) for the averages to stabilize and compare the results.
Edit:
The below is the original post, containing extraneous information. Preserved for archival reasons.
Alright, this is probably either a blindingly obvious problem that will make me feel really dumb for not spotting it, or a bug.
I've been working out the stuff I need to meet or exceed my goal of producing and consuming 100 science per minute.
At the production end of things, I have overbuilt by about 10% to account for "shit happens". The lowest producer is a tie between red and black science at 109.2/min.
A train loads 1000 science packs at each of 7 loading stations where that science type is produced. It then delivers all 7000 packs, 1000 of each, to a research station.
I don't remember the exact consumption numbers, but I know for sure that the labs are capable of eating the science packs faster than they're being produced.
The train can unload all 7000 science packs and make it back to the first science loading station (red) before 1000 science packs are produced and must wait there.
By my thinking, in the system described the bottleneck is the red and/or black science packs and the whole system should consume science packs at a rate of 109.2/min.
These are the results the game is telling me: That's an 18% discrepancy...
I've tried chasing this down from every direction I can think of.
I calculate that with a production rate of 109.2 items/sec, the train should be on a 9m 9.45s loop. A quick look with a watch showed me that it was actually 9m 14s. Assuming that this is *every* trip and real time is perfectly synched with game time, that's a delivery rate of 108.3/min for each science pack.
As my last resort I finally set up a little circuit to actually measure and compute the amount of science/min moving down the belts into my labs and found: The circuit network shows the expected 109/min for each science pack, yet the production/consumption screen still shows 89-90/min.
So, did I just find a bug, or am I just missing something?
Edit: Typo
The math I have done on the research points getting generated strongly suggests that the circuit network output is correct, and the game's consumption display is incorrect.
Note - I would greatly appreciate it if someone that is more of a Factorio veteran would check my circuit network to ensure that it is correct. I'm pretty sure it is, but not 100%.
Update - This is caused by the game merging partially consumed flasks. The merge does not count as "item consumed". The circuit network is showing the true rate of science consumption.
Save (0.16.36): Reproduction:
Delete the construction.
Place the blueprint.
Delete the combinators.
Wait a few minutes for the lab inputs to stabilize.
Place the blueprint over top the rest of the setup to start the circuit network tabulating.
Wait 15 minutes (or an hour) for the averages to stabilize and compare the results.
Edit:
The below is the original post, containing extraneous information. Preserved for archival reasons.
Alright, this is probably either a blindingly obvious problem that will make me feel really dumb for not spotting it, or a bug.
I've been working out the stuff I need to meet or exceed my goal of producing and consuming 100 science per minute.
At the production end of things, I have overbuilt by about 10% to account for "shit happens". The lowest producer is a tie between red and black science at 109.2/min.
A train loads 1000 science packs at each of 7 loading stations where that science type is produced. It then delivers all 7000 packs, 1000 of each, to a research station.
I don't remember the exact consumption numbers, but I know for sure that the labs are capable of eating the science packs faster than they're being produced.
The train can unload all 7000 science packs and make it back to the first science loading station (red) before 1000 science packs are produced and must wait there.
By my thinking, in the system described the bottleneck is the red and/or black science packs and the whole system should consume science packs at a rate of 109.2/min.
These are the results the game is telling me: That's an 18% discrepancy...
I've tried chasing this down from every direction I can think of.
I calculate that with a production rate of 109.2 items/sec, the train should be on a 9m 9.45s loop. A quick look with a watch showed me that it was actually 9m 14s. Assuming that this is *every* trip and real time is perfectly synched with game time, that's a delivery rate of 108.3/min for each science pack.
As my last resort I finally set up a little circuit to actually measure and compute the amount of science/min moving down the belts into my labs and found: The circuit network shows the expected 109/min for each science pack, yet the production/consumption screen still shows 89-90/min.
So, did I just find a bug, or am I just missing something?
Edit: Typo