Search found 90 matches
- Sat Aug 22, 2020 7:03 pm
- Forum: Resolved Requests
- Topic: Parsing wiki information
- Replies: 2
- Views: 1744
Parsing wiki information
I've been working on a tool to automatically convert the Factorio Lua data into a JSON format more reasonable for other tooling. To this end, I'm looking at parsing the Wiki data to automatically write the parser [1]. One thing I've noticed is that the semantic mediawiki information for the prototyp...
- Thu Jun 11, 2020 4:39 am
- Forum: Gameplay Help
- Topic: need train help
- Replies: 2
- Views: 1273
Re: need train help
The train pathing penalties are listed here: https://wiki.factorio.com/Railway/Train_path_finding
Looking at your image, the train on the left is the lowest cost path, with a penalty of 500 (train stopped in station), while the others have 4000 or 6000 penalty for having stations.
Looking at your image, the train on the left is the lowest cost path, with a penalty of 500 (train stopped in station), while the others have 4000 or 6000 penalty for having stations.
- Fri May 29, 2020 6:14 pm
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 33747
- Tue May 05, 2020 2:42 am
- Forum: Gameplay Help
- Topic: Checklist and build order for Factorio 0.17?
- Replies: 2
- Views: 8452
Re: Checklist and build order for Factorio 0.17?
These are the notes I wrote before doing my speedrun, back on 0.13 [1]: Goal: 8 hours Stockpile: * 9200 steel (92 stacks -> 1 chest + 44 slots) * 7700 solid fuel (154 stacks -> 3 chests + 10 slots) * 4100 copper (41 stacks -> 1 chest) * 4100 plastic (41 stacks -> 1 chest, ~2733 gas) * 1000 concrete ...
- Mon Feb 17, 2020 10:21 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 225747
Re: Parrallel processing in games & applications
I think this posts sums up pretty quickly the thread (:joke:) : the fact that Factorio updates thousand or millions, even nearly a billion action every tick, is absolutely not compatible with multi-thread. Not with x86 arch at least. With a thousand core ARM PC (which doesn't exists, only a few try...
- Fri Nov 22, 2019 3:23 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 32270
Re: Friday Facts #322 - New Particle system
1 x Global List/Array/whatever of pointers to all entities, each with a type inside it. 1 x List/Array/whatever for each "type" of entity that needs to be handled separately, stored as a set of pointers to each of those entities. Even for a thousand particles, the memory overhead is pathe...
- Thu Nov 07, 2019 4:29 am
- Forum: Gameplay Help
- Topic: New Reactor design - PLS check my construction
- Replies: 16
- Views: 5363
Re: New Reactor design - PLS check my construction
You have water and steam throughput issues. You might have heat throughput as well, but I don't know the heat transfer equations in Factorio well enough to be sure. Each set of 12 heat exchangers consumes ~1237 units of fluid/sec, an offshore pump provides merely 1200 fluid/sec. Water is therefore t...
- Thu Sep 12, 2019 10:11 pm
- Forum: Gameplay Help
- Topic: pumps seem useless for long distance pipes?
- Replies: 33
- Views: 21184
Re: pumps seem useless for long distance pipes?
-then they got their words mixed up because that's not what ''pressure'' means in real life. They're talking about quantity. And the way fluids work here is just so odd, for example if you connect 3 tanks in series, first tank has 80% quantity of water, the next one has like 40% and the next one ha...
- Thu Sep 12, 2019 4:57 am
- Forum: Gameplay Help
- Topic: pumps seem useless for long distance pipes?
- Replies: 33
- Views: 21184
Re: pumps seem useless for long distance pipes?
When I said pressure, I meant flow rate. In that case, I don't understand how pressure works in factorio then. Are they 2 different things that exist in factorio? I assumed that flow=pressure in factorio. In Factorio terms, pressure is how full a pipe or tank is: a 1000 unit pipe with 900 units of ...
- Wed Sep 04, 2019 12:00 am
- Forum: Gameplay Help
- Topic: pumps seem useless for long distance pipes?
- Replies: 33
- Views: 21184
Re: pumps seem useless for long distance pipes?
Let's say I have 1000 sections of pipes, and at the end I put a pump... that pump will be worthless! As the pipe gets longer, the fluid speed decreases... but the pump cannot raise the speed, because it receives a low amount of fluid. You can put a tank but then that tank gets filled at a slow spee...
- Thu Aug 22, 2019 3:56 am
- Forum: Gameplay Help
- Topic: How to make a 4 lane to 2 lane Balancer
- Replies: 7
- Views: 8730
Re: How to make a 4 lane to 2 lane Balancer
Just having the three splitters at the end is sufficient for most use cases. It won't give you full output if all of the input is coming in along solely from one half of the input belts, but you can generally feed the inputs such that the emptier belts feed the outside and the fuller belts feed the ...
- Mon Aug 12, 2019 1:49 am
- Forum: News
- Topic: Friday Facts #307 - 0.17 stable candidate
- Replies: 83
- Views: 41030
Re: Friday Facts #307 - 0.17 stable candidate
Based on the heat capacity of water in the game, at STP, we calculated that 1 fluid unit of water should be about 50-75ml i.e. 50-75 cm^3. Based on that, the pipe seems a bit large, but this doesn't hold when you try to compute volumes from other fluids' heat capacities. And of course Nauvis isn't ...
- Sat Aug 10, 2019 3:38 am
- Forum: News
- Topic: Friday Facts #307 - 0.17 stable candidate
- Replies: 83
- Views: 41030
Re: Friday Facts #307 - 0.17 stable candidate
Oooh, yay, we finally get machine-readable information on the prototype definition schema! If you want some code to actually machine-read the data, here's some python code I wrote to collate all the data: #!/usr/bin/env python3 ''' Create schema data from the Factorio wiki. ''' import json import re...
- Fri Jul 26, 2019 5:14 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 329224
Re: Friday Facts #305 - The Oil Changes
Unfortunately, the FFF still doesn't address one of the biggest problems people had with the change. Many people, including myself, are of the opinion that the major reason oil is so complex is because it throws people into a multiple-output scenario in an environment where both the cause of issue i...
- Mon Jul 22, 2019 10:55 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 242747
Re: Friday Facts #304 - Small bugs; Big changes
I sincerely hope that FFF#305 will be a response to the massive feedback (to put it lightly) of the oil change. I also hope they're still reading all of the entries in this thread, even if they aren't responding to all of them. As I see it, there are several options for moving forward, which aren't ...
- Sun Jul 21, 2019 4:32 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 242747
Re: Friday Facts #304 - Small bugs; Big changes
Let's add some more fuel to the fire of oil changes: The oil cliff is definitely real, even for advanced players. But why does it exist? After you've set up red/green science production, your choices of expansion are to move into better logistics (trains, red belts), which you likely don't have a re...
- Sun Jul 07, 2019 11:09 pm
- Forum: Gameplay Help
- Topic: How can I make my train lines more efficient?
- Replies: 19
- Views: 7565
Re: How can I make my train lines more efficient?
As for mergele... shouldn't it be like this though? With a chain signal at the entrance, so that trains only go in if it's clear in the 2nd half of the circle as well? so tl;dr middle signals is so that a north and south train can both go forward without distracting each other. 3341.jpg All signals...
- Sun Jul 07, 2019 7:51 pm
- Forum: Gameplay Help
- Topic: How can I make my train lines more efficient?
- Replies: 19
- Views: 7565
Re: How can I make my train lines more efficient?
So in this picture, judging by the signals I have, the train will simply refuse to enter the track without signal? I don't understand why it would work like that. What's stopping it from entering the track without the signal? Trains refuse to path into a block without a signal protecting the entran...
- Sun Jul 07, 2019 5:17 pm
- Forum: Gameplay Help
- Topic: How can I make my train lines more efficient?
- Replies: 19
- Views: 7565
Re: How can I make my train lines more efficient?
Most areas simply do not have room for the train to turn into a circle and the tracking required would be MASSIVE Railway setups usually take lots of space. Balloon loops (the technical name for turnaround tracks at stations) are much, much smaller than high-throughput 4-way railway junctions. That...
- Thu Jun 13, 2019 3:34 am
- Forum: Gameplay Help
- Topic: how many logistic/construction robots needed?
- Replies: 20
- Views: 21498
Re: how many logistic/construction robots needed?
As soon as you add another journey or other roboports to the same network, bots will dynamically switch between journeys/tasks as they are needed and also pause at different roboports to recharge along the way. It will be impossible to use a formula as there are a multitude of journeys and no way t...