Search found 434 matches

by computeraddict
Sun Apr 12, 2026 5:48 pm
Forum: Outdated/Not implemented
Topic: Tailslayer
Replies: 2
Views: 108

Re: Tailslayer

boskid wrote: Sun Apr 12, 2026 5:35 pmNo.
Totally understandable 😂
by computeraddict
Sun Apr 12, 2026 5:29 pm
Forum: Outdated/Not implemented
Topic: Tailslayer
Replies: 2
Views: 108

Tailslayer

TL;DR
Implement tailslayer for RAM reads (all? hottest?) to lower average read latency and address the most common megabase hardware limitation

What?
Avoid waiting for DRAM refresh with clever software tricks.
https://www.youtube.com/watch?v=KKbgulTp3FE

Why?
Bigger, more performant ...
by computeraddict
Sun Apr 12, 2026 1:58 pm
Forum: Ideas and Suggestions
Topic: Option to allow long trains to work reliably with roundabouts
Replies: 7
Views: 440

Re: Option to allow long trains to work reliably with roundabouts


You are right that this change does not eliminate all possibilities for collisions in self-intersecting paths, especially when a train path crosses itself at (e.g.) a right angle, since in that case there are no segments (which are delimited by intersections, signals, and stops) in common between ...
by computeraddict
Sat Apr 11, 2026 8:38 pm
Forum: Ideas and Suggestions
Topic: Option to allow long trains to work reliably with roundabouts
Replies: 7
Views: 440

Re: Option to allow long trains to work reliably with roundabouts


Could you explain why the cost adjustment I suggested won't work?


The one you suggested, a penalty at pathing time, only applies to the train's initial position and doesn't actually eliminate self intersection, even in all the examples you gave (the 270 degree turn). It also would result in ...
by computeraddict
Sat Apr 11, 2026 5:43 am
Forum: Ideas and Suggestions
Topic: Option to allow long trains to work reliably with roundabouts
Replies: 7
Views: 440

Re: Option to allow long trains to work reliably with roundabouts

A minimal example of a self-deadlocking setup if the "never pass red signal" rule is applied, that is avoided with current logic. The train in this example is short enough that it will not self-collide, but the proposed pathing logic would deadlock it anyway.
04-10-2026, 22-39-04.png
04-10-2026, 22-39-04.png (2.72 MiB) Viewed 402 times
by computeraddict
Fri Apr 10, 2026 12:35 pm
Forum: Questions, reviews and ratings
Topic: Space Exploration Extreme Entity update time usage
Replies: 6
Views: 385

Re: Space Exploration Extreme Entity update time usage


The issue is completely removed when not using long range turrets... Thanks a lot. I really did not think something that small would cause so much lag.


My theory was that if turrets were scanning much larger than average areas for targets it'd add up pretty badly. How big of a range did you ...
by computeraddict
Fri Apr 10, 2026 10:04 am
Forum: Questions, reviews and ratings
Topic: Space Exploration Extreme Entity update time usage
Replies: 6
Views: 385

Re: Space Exploration Extreme Entity update time usage

Going entirely by vibes, my money would be on long range turrets or rampant.
by computeraddict
Fri Apr 10, 2026 6:24 am
Forum: Questions, reviews and ratings
Topic: Space Exploration Extreme Entity update time usage
Replies: 6
Views: 385

Re: Space Exploration Extreme Entity update time usage

Those don't look like normal laser turrets. No one can really answer your modded performance question without your mod list.
by computeraddict
Fri Apr 10, 2026 6:09 am
Forum: Not a bug
Topic: [0.17.74] Train pathfinding creates a looped path, self-destructs the train
Replies: 8
Views: 2855

Re: [0.17.74] Train pathfinding creates a looped path, self-destructs the train


[*] This bug makes building large bases a fool's errand because the game will randomly cause my trains to crash despite correct signaling.


It's not random. Simply don't build loops shorter than your longest train.

Even without the collision failure mode, loops like this would cause a one-train ...
by computeraddict
Sat Mar 28, 2026 4:25 pm
Forum: Energy Production
Topic: 1TW fusion setup
Replies: 1
Views: 309

Re: 1TW fusion setup

If it's flow rate limited and the generator arms and reactor cores are tileable then this could be scaled up to work with normal quality, yes?
by computeraddict
Fri Mar 27, 2026 12:32 pm
Forum: Ideas and Suggestions
Topic: Rebalance Boiler & Heat Exchanger Fluid Volumes to Account for New Water-to-Steam Mechanics
Replies: 57
Views: 4291

Re: Rebalance Boiler & Heat Exchanger Fluid Volumes to Account for New Water-to-Steam Mechanics

mmmPI wrote: Fri Mar 27, 2026 8:15 am 4rth method : use a power switch
Method 2 doesn't require any rewiring of the existing plant
by computeraddict
Wed Mar 25, 2026 10:14 pm
Forum: General discussion
Topic: Website lets people buy Space Age without factorio base game clarification
Replies: 2
Views: 429

Re: Website lets people buy Space Age without factorio base game clarification

I saw it called an "expansion" several times and that you can "upgrade" an account, and no indication it was an independent game. It also describes it as "continuing" the player's journey.
by computeraddict
Thu Mar 19, 2026 1:16 am
Forum: Not a bug
Topic: [2.0.73] max_pipeline_extent not respected for input or output machine fluid_boxes
Replies: 2
Views: 355

Re: [2.0.73] max_pipeline_extent not respected for input or output machine fluid_boxes

>bug report about something fluid box related
>bet it's EM plant again
>it's EM plant again
by computeraddict
Wed Mar 18, 2026 2:00 am
Forum: Ideas and Suggestions
Topic: Increase Cargo Landing Pad Throughput
Replies: 12
Views: 4390

Re: Increase Cargo Landing Pad Throughput


And regarding player limitations, the limitations of the game are meant to be in the mechanics, not in your PC hardware.

TL;DR - Limits via mechanics and complexity are fine. Limits via CPU shouldn't be.


Factorio has been memory bound for as long as I've been aware of the upper ends of ...
by computeraddict
Mon Mar 16, 2026 6:03 pm
Forum: Outdated/Not implemented
Topic: Adding modules to building should not wait for building to be constructed
Replies: 5
Views: 565

Re: Adding modules to building should not wait for building to be constructed



Bots already wait to construct building in place sopmething that needs to be deconstructed.


Robots won't be assigned to build something until a robot is assigned to remove anything that needs to be deconstructed.


Could we change the suggestion to similar behavior? So the module bots will ...
by computeraddict
Thu Mar 12, 2026 7:22 pm
Forum: Fixed for 2.1
Topic: [2.0.73]Mining drills outputting into lava cause a massive UPS drain
Replies: 7
Views: 1021

Re: [2.0.73]Mining drills outputting into lava cause a massive UPS drain

"You want us to handle a weird edge case around insane levels of mining productivity? Eh sure, why not." Based Factorio devs as usual.
by computeraddict
Wed Mar 11, 2026 9:07 am
Forum: General discussion
Topic: The rationality of using AM-3 and SP-3 everywhere
Replies: 6
Views: 1311

Re: The rationality of using AM-3 and SP-3 everywhere

Ironically I'd say that power usage optimization really only becomes a thing with the Space Age expansion, because in vanilla you just build one big power net, fill all your assemblers with prod3's, and spam your choice of solar or nuclear to keep up with the demand. Full prod + speed beacons uses ...
by computeraddict
Sun Feb 22, 2026 5:15 pm
Forum: Ideas and Suggestions
Topic: Accumulator Wagon
Replies: 3
Views: 499

Re: Accumulator Wagon

(Also if you just want to play with delivering power by train, fluid wagons can transport steam.)
by computeraddict
Tue Feb 10, 2026 7:02 pm
Forum: Not a bug
Topic: [2.0.73] Inserter gives itself a signal
Replies: 5
Views: 495

Re: [2.0.73] Inserter gives itself a signal


In general circuit connection will see all incoming signals from a circuit network even if they are being sent by the entity itself. So far the only exceptions are asteroid collector with set filters and assemblers with set recipe, but they were intentionally made to subtract their own output ...

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