[0.17] Please post bugs and balance issues here.

Some mods, made by Bob. Basically streaks every Factroio-area.

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Sopel
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Re: [0.17] Please post bugs and balance issues here.

Post by Sopel » Tue Apr 16, 2019 1:54 pm

I have a suspicion that belts from overhaul are slower than they claim.
I had a processing line that processes exactly 20/s but the last machine had quite long breaks.
Then I used this https://www.reddit.com/r/factorio/comme ... r_without/ counter to measure the actual thrughput. I modified the output to be /10 so it doesn't show just 1.2k and it shows
tmp123.png
tmp123.png (217.06 KiB) Viewed 92 times
it flickers between 112 and 113, that means ~1125 items per minute, which is ~18,75/s.
The animation of the belt is faster than the items on it, and it seems about right.
Can anyone confirm?

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BlueTemplar
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Re: [0.17] Please post bugs and balance issues here.

Post by BlueTemplar » Tue Apr 16, 2019 5:14 pm

Factorio, like any other modern software, is discrete at its core.

Tiles are 32 pixels wide (on "normal" Full High Resolution).
In 0.17, each item on the belt takes 8 pixels (down from 9 in 0.16).
So, for a single lane, an item moving at 1 pixel per tick makes for :
1 pixel / tick * 60 ticks / second * 1 item / 8 pixels = 7.5 items / second
Double that to account for 2 lanes, and you get the 0.17 vanilla 15 items / s belt speed.

So items are going to move at best at simple fractions of pixels / tick.
And 18.75 items/s = 1.25 * 15 items/s = 5/4 pixels / tick
While 20 items/s would be = 1.33.. * 15 items/s = 4/3 pixels / tick
But both 32 and 8 are divisible by 4, but not by 3 !

There must be either a preference for rounding down or a divisor of 8 not working, because :
18.75 items/s = 1.25 * 15 items/s = 5/4 pixels / tick = 10/8 pixels / tick
is farther from 20 than
20.625 items/s = 1.375 * 15 items/s = 11/8 pixels /tick

So, some accurate speeds should be in theory :
1/4 pixels / tick = 3.75 items / s
2/4 pixels / tick = 7.5 items / s
3/4 pixels / tick = 11.25 items / s
4/4 pixels / tick = 15 items / s
5/4 pixels / tick = 18.75 items / s
6/4 pixels / tick = 22.5 items / s
7/4 pixels / tick = 26.25 items / s
8/4 pixels / tick = 30 items / s
...

P.S.: See also :
viewtopic.php?p=423163#p423163
EDIT : 3.5/4 pixels / tick = 7/8 pixels / tick = 13.125 items / s, which seems to be close to what mrvn found.
Not sure why 7/8 works, but 20i/s gets rounded down to 10/8px/ti=5/4px/ti, rather than up to 11/8px/ti ??

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bobingabout
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Re: [0.17] Please post bugs and balance issues here.

Post by bobingabout » Tue Apr 16, 2019 7:01 pm

in either case, the default of 12.5/s doesn't work as intended, you should either leave the speed overhaul off where you get 7.5, 15, 30, 45, 60, 75 (which is the same end result of 12.5, 25, 37.5, 50, 62.5, 75, which is why I chose it) or manually change the speed per step to 15 and get 15, 30, 45, 60, 75, 90.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.

Sopel
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Re: [0.17] Please post bugs and balance issues here.

Post by Sopel » Tue Apr 16, 2019 8:59 pm

I will have to change it to 11.25xN, I only noticed it after 50h of playing and need backwards compatibility.
Nevertheless, it should be possible to give at least correct values in the tooltip, as the only problem I have with it is that it's a silent difference that breaks your factory at some point.

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Re: [0.17] Please post bugs and balance issues here.

Post by MageKing17 » Fri Apr 19, 2019 1:32 am

Bob's Enemies changelog for version 0.17.3 wrote: - Spitters and Worms will now target their spit to a position ahead of you and not home like 0.17 base game spit projectiles.
As far as I can tell, spitter projectiles are still homing; if a titan spitter gets within range of me, I have to be moving pretty fast to get out of its range while it's in flight or I will be getting hit. In fact, I can't find any documentation for the "lead_target_for_projectile_speed" field anywhere, so I'm unclear if this is a bug in Factorio or not.

But the homing projectiles brings me to another point: fire-spit-projectile, titan-spit-projectile, behemoth-spit-projectile, and leviathan-spit-projectile all create a fire-sticker on the target. This sticker lasts for 30 seconds (30*60 ticks) and deals 100 fire damage per second (100/60 per tick). 3000 fire damage for ever getting hit by a spitter projectile from pretty much any high-tier spitter is more than a little annoying, especially if you're in a vehicle that doesn't have 3000 health. I wondered why my shielded chaingunner burned to death from a single spitter projectile until I looked at what those spitter projectiles were actually doing. Turns out I'd need a pair of mk4 vehicle energy shields just to counteract the burning damage from the fire-sticker (or, well, a pair of mk6 shields if the vehicle didn't have any fire resistance; at 50% fire resistance, which the chaingunner has, a pair of mk4 shields will do the trick).

Now, if fire spitters are supposed to be that deadly, then fine; I'll just have to live with needing enough firepower and/or shielding and/or repair power to make them no longer a concern (maybe it's my fault for using a vehicle that "only" has 50% fire resistance and 400 health, even if I do have 18 of them working together). But combined with the fact that their projectiles are still homing, it makes clearing nests (at least once fire spitters/worms start showing up) exceedingly annoying.

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