Search found 21 matches

by wild_dog
Sat Mar 16, 2024 5:45 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 23143

Re: Friday Facts #402 - Lightspeed circuits

I don't think radar signals are for people who are already using factory-wide signal networks. They are probably primarily intended at players who use circuit-wired rail blueprints "because", never use it, until at some point late in they find a usecase and then find out there are too man...
by wild_dog
Sat Mar 16, 2024 3:22 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 23143

Re: Friday Facts #402 - Lightspeed circuits

Is there a mod that implements the radar feature in the current version of the game? Yes. I don't know for sure which one, but the current modpack for "space exploration" has a uplink/downlink pair of machines with an infinite number of named channels. Not sure if they're available as a s...
by wild_dog
Sat Mar 16, 2024 3:11 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 23143

Re: Friday Facts #402 - Lightspeed circuits

Currently, I don't see a compelling use case for use signal transmission by radar - the same as with far reaching wire. At least not globally from every outpost, since all signals from all connected outposts are merged, so you don't know what outpost sent which signal. You need to have some kind of...
by wild_dog
Sun Nov 12, 2023 11:06 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 328
Views: 46070

Re: Friday Facts #384 - Combinators 2.0

First off, LOVE it! Before, there was no way to select select out a single signal, if there were multiple signals with the same value, and you and no other source telleing you what signal to use. This sounds convoluted, so let me explain: I had a bunch of random signals, and I wanted to select the s...
by wild_dog
Sun Nov 05, 2023 4:16 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 29849

Re: Friday Facts #383 - Super force building

THANK YOU! I've been playing with the "ghosts on water" mod, which would convert a blueprint to an alternate with alt ghosts, that would place the landfill first and then convert to regular ghosts when done. Not only was this mod essesntial in Space Exploration, but it had a few little qui...
by wild_dog
Wed Oct 04, 2023 3:41 pm
Forum: Logistic Train Network
Topic: Letting train leave if the station is missing requested items?
Replies: 5
Views: 783

Re: Letting train leave if the station is missing requested items?

The workaround with the delivery combinatie works quite well. As to your question, it varies a lot. Using the Space Exploration mod, and I'm basically supplying all the items available in the 'space mall'. Varying length space pipes, the withe belts, all the components of the space ships, wide area ...
by wild_dog
Tue Oct 03, 2023 7:19 pm
Forum: Logistic Train Network
Topic: Letting train leave if the station is missing requested items?
Replies: 5
Views: 783

Re: Letting train leave if the station is missing requested items?

That does not adress the main edge case I am experiencing: Station A requests 1000 of X. Station B(problem station) contains 3 of X. Train with 4 cargo wagons is dispatched to Station B to pick up 3 of X. Staton B recieves 2 more of X from the factory. Second train with 4 cargo wagons is dispatched ...
by wild_dog
Sun Oct 01, 2023 3:03 pm
Forum: Logistic Train Network
Topic: Letting train leave if the station is missing requested items?
Replies: 5
Views: 783

Letting train leave if the station is missing requested items?

Hi all, Sometimes, my stations will not have the items needed/requested by the train. This could be because I used logistics chests for the storage at the sation, and some got picked up by bots before the train arrived. Or I had a low provider threshold, a previous train took more items that it stri...
by wild_dog
Fri Aug 25, 2023 6:24 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70767

Re: Friday Facts #373 - Factorio: Space Age

I'm wondering something about optimisation. Factorio as a game is incredibly well made from an optimisation standppoint, and in previous blog posts, the difficulties about implementing multi-threading were discussed. The game already makes use of a remarkable amount of multi-threading, but there are...
by wild_dog
Mon Aug 21, 2023 6:48 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 246973

Re: Performance optimization - post your saves

Would it help to put multiple inserters behind a single logic combinator? As in, if i have 32 inserters with an everything>0 setting on the same network, instead isolating the inserters to their own network, giving them a check=1, and a everything>0 logic combinator outputing a check=1 as the only i...
by wild_dog
Mon Aug 21, 2023 5:19 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 246973

Re: Performance optimization - post your saves

Got one, maybe. This is a modded save with Space Exploration and Logistics Train Networks. have 4ms times for trains and 10ms times for entity updates, which is fair I think. Electric network update times is +2ms even though I'm mostly switched to solar, but the large amount of consumers that's pret...
by wild_dog
Fri Mar 17, 2023 12:45 am
Forum: Technical Help
Topic: Performance Optimisation: Profiling/benchmarking circuit networks?
Replies: 2
Views: 629

Re: Performance Optimisation: Profiling/benchmarking circuit networks?

I believe I have found 3 of the major contributors to the Cirquit update issue, in stations I designed wrong for UPS optimization. One was an unload station for multiple items with some built in sorting, which kept track over how many items it contained by outputting an item count hold signal for so...
by wild_dog
Wed Mar 15, 2023 4:19 pm
Forum: Technical Help
Topic: Performance Optimisation: Profiling/benchmarking circuit networks?
Replies: 2
Views: 629

Performance Optimisation: Profiling/benchmarking circuit networks?

Hello all, So, I might have made mistakes designing some of my blueprints. Many of them feature heavy use of circuit networks to automate things, and some decisions were not taken with UPS efficiency in mind, since I assumed circuit networks were optimised to hell and back. And though the level of o...
by wild_dog
Wed Jan 27, 2021 10:23 pm
Forum: Technical Help
Topic: steam downgrade to specific version
Replies: 2
Views: 776

steam downgrade to specific version

Is it possible under steam to downgrade to a specifc version?

A server i play on with a friend is still on 1.1.12, but the steam beta only has outdated experimental 1.1.14 and stable 1.1.19 available.
by wild_dog
Sat Aug 15, 2020 9:14 pm
Forum: Ideas and Suggestions
Topic: Set active blueprint without scrolling
Replies: 6
Views: 1660

(middle) click select the active blueprint in a book

TL;DR Click select active blueprint in the book What ? Basically, the same as suggested here: https://forums.factorio.com/viewtopic.php?f=6&t=73727&p=445572&hilit=click+select+blueprint#p445572 Being able to select a blueprint(book) in a blueprint book directly withouth needing to cycle...
by wild_dog
Sat Aug 15, 2020 8:18 pm
Forum: Duplicates
Topic: [kovarex] [1.0.0] Crash updating blueprints: GameActionHandler::processBlueprintEntitiesSelection (check failed)
Replies: 4
Views: 1255

Re: [1.0.0] Crash updating blueprints: GameActionHandler::processBlueprintEntitiesSelection (check failed)

Different sub book is not needed, i suspect the only thing needed is using update, placing the update BP in a book, then reselecting the update BP and dragging/selecting something to update.

see: https://youtu.be/Ga7nwFOuL1M
by wild_dog
Sat Aug 15, 2020 7:25 pm
Forum: Duplicates
Topic: [kovarex] [1.0.0] Crash updating blueprints: GameActionHandler::processBlueprintEntitiesSelection (check failed)
Replies: 4
Views: 1255

[kovarex] [1.0.0] Crash updating blueprints: GameActionHandler::processBlueprintEntitiesSelection (check failed)

I am not 100% certain how it happened, since it happened fast, but it had to do with the new features intorduced with blueprints. I believe the following happened, but am not 100% sure. Selected update blueprint (in stead of copy blueprint) in a 1 deep blueprint book (Main BP book -> sub-book 1 -> s...
by wild_dog
Wed Aug 16, 2017 6:26 pm
Forum: Multiplayer
Topic: Unofficial Factorio Troll/Griefer Database
Replies: 235
Views: 155877

Re: Unofficial Factorio Troll/Griefer Database (FTGD) - Last update: 5/21/2017

Griefer username: Axlii50 Joined server, no greeting, I followed him on the map zoomed in. Instantly took almost our entire supply of blue circuits, red circuits and green circuits, messed up our sulphuric acid production piping, and removed a roboport vital for picking up produced goods. Dropped co...
by wild_dog
Tue Apr 19, 2016 10:22 pm
Forum: Mods
Topic: [MOD 0.13.0] Satellite Radar
Replies: 62
Views: 37028

Re: [MOD 0.12.x] Satellite Radar

Another single player only mod? That sucks, I had to delete this from my server. :/ https://www.dropbox.com/s/hpcleidhodwo7dw/Screenshot%202016-04-19%2015.35.27.png Error while running the event handler: _ _ SatelliteRadar _ _/control.lua:6: Map doesn't contain 1 player, this function can't be used...

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