Search found 61 matches
- Mon Aug 22, 2022 10:42 pm
- Forum: Not a bug
- Topic: [1.1.68] Blueprint results in unconnected poles with possible connections available.
- Replies: 3
- Views: 804
Re: [1.1.68] Blueprint results in unconnected poles with possible connections available.
Hmm, now I see that pole connections are preserved in the blueprints (redoing the blueprint with correct connections preserves them on subsequent pastes). I have no idea however why the blueprint was like that, because I never disconnected any poles (and when designing it I made sure specifically fo...
- Mon Aug 22, 2022 10:24 pm
- Forum: Not a bug
- Topic: [1.1.68] Blueprint results in unconnected poles with possible connections available.
- Replies: 3
- Views: 804
[1.1.68] Blueprint results in unconnected poles with possible connections available.
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- Fri Jul 01, 2022 10:01 am
- Forum: Not a bug
- Topic: [1.1.61] Empty whitelist filter in selection-tool.*_filters is treated as no filter.
- Replies: 7
- Views: 2021
[1.1.61] Empty whitelist filter in selection-tool.*_filters is treated as no filter.
https://wiki.factorio.com/Prototype/Sel ... le_filters when set to an empty table (={}), along with filter_mode set to "whitelist", results in everything being whitelisted, which is consistent with the filter being nil. An empty whitelist should mean nothing is allowed.
- Tue Jun 28, 2022 10:27 pm
- Forum: Implemented mod requests
- Topic: Additional railway queries API
- Replies: 3
- Views: 1792
Re: Additional railway queries API
Thank you, this is more than I expected. Definitely covers everything that I can forseeably need.
- Sun Jun 26, 2022 4:20 pm
- Forum: Implemented mod requests
- Topic: Additional railway queries API
- Replies: 3
- Views: 1792
Additional railway queries API
1. Make `get_connected_rail` also return the connection direction of the returned rail. So for example with the following setup F - front, B - back, [a-z] - identifiers, -> - connection rail(F a B) -> rail(B b F) a.get_connected_rail(defines.rail_direction.back, ...) -> (b, defines.rail_direction.ba...
- Fri Jun 24, 2022 12:19 am
- Forum: Assigned
- Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
- Replies: 18
- Views: 8637
Re: [kovarex] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
This appears to be the best possible solution to this bug right now.
- Fri Apr 15, 2022 6:35 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 246817
Re: Performance optimization - post your saves
I got curious and tried to profile factorio on some 10k spm megabase https://forums.factorio.com/viewtopic.php?t=90233 (thanks for leaving debug symbols in btw, it's the second time they are helpful). I focused on the main thread, and I'm happy to see that belts and trains account for about 10% run...
- Thu Apr 14, 2022 3:07 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 246817
Re: Performance optimization - post your saves
I got curious and tried to profile factorio on some 10k spm megabase https://forums.factorio.com/viewtopic.php?t=90233 (thanks for leaving debug symbols in btw, it's the second time they are helpful). I focused on the main thread, and I'm happy to see that belts and trains account for about 10% runt...
- Mon Nov 22, 2021 12:03 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 299
- Views: 155112
Re: 3 and 4 way intersections
Thank you for your effort! This thread was really needed. One note, Compressed Multicross can, I think, be tested with unsafe output. Even though the signals on the output lanes are placed closer than train length apart there are no chain signals there. Additional safe output would only be needed if...
- Wed Jan 13, 2021 11:54 pm
- Forum: PyMods
- Topic: [MOD 1.1.0] Composite Factories: PyBlock
- Replies: 0
- Views: 1508
[MOD 1.1.0] Composite Factories: PyBlock
Playing PyBlock inevitably leads to placing down a huge amount of simple blueprints that locally produce the most basic products. Many entities are devoted to producing tar, electricity, tailings, saline water, and other basic things. This leads to a significant amount of entities that no one really...
- Fri Oct 16, 2020 10:35 pm
- Forum: Outdated/Not implemented
- Topic: Train station priority to complement train station limits.
- Replies: 13
- Views: 4773
Re: Train station priority to complement train station limits.
Producer priority is of an issue because the train could repath while being already on route, so for this to work properly train would have to copy this value and keep it when traveling. I guess travelling trains could have the highest priority. Otherwise they could end up stopping anywhere on a re...
- Fri Oct 16, 2020 10:12 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 23192
Re: Conditional stations in train schedule
how so?MassiveDynamic wrote: βFri Oct 16, 2020 9:12 pmPretty sure this will be fixed in the next update according to last weeks FFF.
3 nuclear fuel is a finite amount
- Fri Oct 16, 2020 9:06 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 23192
Conditional stations in train schedule
TL;DR Each station in train schedule has "arrival" conditions complenting the currently existing "departure" conditions. What ? Each station in train schedule right now has "departure" conditions. The proposition is to natually extend this to have optional "arriva...
- Fri Oct 16, 2020 8:55 pm
- Forum: Outdated/Not implemented
- Topic: Train station priority to complement train station limits.
- Replies: 13
- Views: 4773
Train station priority to complement train station limits.
TL;DR Ability to define "producer" and "consumer" station priorities. This outlines the general direction. I expect to have some discussion here on improvements and potential problems that could arise. Note that this feature may not have been considered before because it doesn't...
- Thu Aug 13, 2020 10:39 pm
- Forum: PyMods
- Topic: PyBlock (alpha)
- Replies: 230
- Views: 72162
Re: PyBlock (alpha)
I think it's possible to do better with soil -> stone -> tar -> copper/iron ore + tailings -> coal-water slurry -> aromatics + benzene -> combustion mixture (with biomass provided by logs made from water and co2). I think it's less buildings and uses less power.
- Mon Aug 10, 2020 9:28 pm
- Forum: Resolved Problems and Bugs
- Topic: Game sounds are uncomfortable and obscure
- Replies: 20
- Views: 8079
Re: Game sounds are uncomfortable and obscure
I play factorio with almost silent sounds so I've never noticed this until this thread. Holy hell the new sounds for entities are so harsh. Playing that inserter sound is pure torture.
- Mon Aug 10, 2020 5:05 pm
- Forum: Ideas and Suggestions
- Topic: Better Compression (Stacking/Boxing/Pallets) Support
- Replies: 94
- Views: 16896
Re: Better Compression (Stacking/Boxing/Pallets) Support
If compression gets at least *some* help from the base game then an entity that automatically compresses stuff on the transport line is gonna be at least a magnitude faster than a loader -> compressor -> loader
- Mon Aug 10, 2020 4:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
- Replies: 16
- Views: 3502
Re: [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
Seems to not measurably affect vanilla, so probably not high priority now before 1.0. I set up furnaces to process iron equivalent to 12k SPM with a primed inserters to make the belts compressed and furnaces to not be saturated (it requires 6.8 per to compress a blue belt lane, I used 7). I benchmar...
- Mon Aug 10, 2020 11:33 am
- Forum: Technical Help
- Topic: Weird FPS/UPS decrease during item craft lookup
- Replies: 6
- Views: 2201
Re: Weird FPS/UPS decrease during item craft lookup
That's why this mod exists. Even the in-game option to remove the raw ingredients display doesn't prevent this slowdown in many cases.
- Mon Aug 10, 2020 10:35 am
- Forum: Ideas and Suggestions
- Topic: Better Compression (Stacking/Boxing/Pallets) Support
- Replies: 94
- Views: 16896
Re: Better Compression (Stacking/Boxing/Pallets) Support
Generally I don't like this idea for vanilla game, and most of the points were presented by others in this threads. I would like it however if compression became better in mods, so incidentally I would like it for the base game to give more tools for that to happen. Nevertheless, I have some thought...