Search found 483 matches

by SoShootMe
Thu Sep 14, 2023 3:36 pm
Forum: Technical Help
Topic: IP address conflicting with itself when making a headless server
Replies: 4
Views: 452

Re: IP address conflicting with itself when making a headless server

i have set up my router to allow port forwarding with the port 31497. Did you mean 3 41 97? If i do not specify a an IP to --bind to it shows conflicting IP adresses where the first part of the IP is identical but the port is different (like in the image) and if i do specify a port using --bind it ...
by SoShootMe
Tue Sep 12, 2023 9:27 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43412

Re: Friday Facts #374 - Smarter robots

Hares wrote: ↑
Tue Sep 12, 2023 6:47 pm
SoShootMe wrote: ↑
Tue Sep 12, 2023 12:35 pm
You can only load [...]
[...]
We're talking cross-purposes :)
by SoShootMe
Tue Sep 12, 2023 12:35 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43412

Re: Friday Facts #374 - Smarter robots

Since you've already established the rail network, there's a nice solution to your problem: The Supply Train . [...] Thus, each station can support up to 40 item types per cargo wagon, and you can have more wagons if needed. You can only load up to 24 (with long-handed inserters) or 12 (with only s...
by SoShootMe
Tue Sep 12, 2023 1:54 am
Forum: Energy Production
Topic: Is nuclear power really bad for megabases?
Replies: 38
Views: 15486

Re: Is nuclear power really bad for megabases?

As far as I see it, there are other pieces of a factory that have much bigger impact on UPS than the nuclear power plant, so dealing with these seems more promising. This is an (important IMO) implication of my earlier conclusion. UPS will definitely start to drop at a lower SPM if you scale up pow...
by SoShootMe
Sun Sep 10, 2023 2:00 pm
Forum: Technical Help
Topic: Built computer with highest CPU cache available and game still stutters
Replies: 17
Views: 3726

Re: Built computer with highest CPU cache available and game still stutters

The simplest fix for this problem, I think, is just to plop down prints where the outgoing stations are disabled or have a limit of zero. You can do this manually as you described but it can also be automated. For example, If there is nothing to pick up, there is little point having a train limit g...
by SoShootMe
Fri Sep 08, 2023 1:04 pm
Forum: General discussion
Topic: Efficient Robot Routing in Factorio
Replies: 5
Views: 778

Re: Efficient Robot Routing in Factorio

The ability to recalculate routes in parallel with other update activity does not necessarily mean there is no impact on UPS, even assuming sufficient cores are available. Apart from memory-hierarchy-related effects, some updates will obviously depend on recalculation being complete. I agree. The p...
by SoShootMe
Fri Sep 08, 2023 10:46 am
Forum: General discussion
Topic: Efficient Robot Routing in Factorio
Replies: 5
Views: 778

Re: Efficient Robot Routing in Factorio

Some initial thoughts: Precomputed routes obviously avoid pathfinding cost but a trivial routing table as described in your paper would grow in size with the square of roboports, which seems likely to be impractical. This growth can probably be significantly improved upon but this is likely to incre...
by SoShootMe
Tue Sep 05, 2023 12:47 pm
Forum: Combinator Creations
Topic: Yet Another Kovarex Arrangement - But this time with a diagram
Replies: 9
Views: 1693

Re: Yet Another Kovarex Arrangement - But this time with a diagram

After a lot of experimentation with combinators I've slowly but surely moved towards the idea of "less is more". The blueprint below - a mixture of my own ideas and some inspiration from others - uses just one arithmetic combinator and one constant combinator. Feed it separate or unsorted ...
by SoShootMe
Sun Sep 03, 2023 9:20 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43412

Re: Friday Facts #374 - Smarter robots

I've heard this a lot "it's more UPS intensive" seems the catchall counter to "bots should be better". I don't see any reason why this would be noticably more UPS intensive. The operations involved are: 1. like 4 multiply operations to find the location the robot would recharge ...
by SoShootMe
Fri Sep 01, 2023 2:02 pm
Forum: Combinator Creations
Topic: Botless labs
Replies: 13
Views: 2030

Re: Botless labs

Tertius' screenshot has more tightly woven belts than necessary, but I ended up with 2/3 the number rather than 1/2 Sorry, I can't count. I meant 2/3 (like your screenshot). If the expansion does increase the number of different science packs from 7 to 10 it will be needed again, since the woven de...
by SoShootMe
Fri Sep 01, 2023 6:18 am
Forum: Combinator Creations
Topic: Botless labs
Replies: 13
Views: 2030

Re: Botless labs

Once you also accept red belts and make the lab lines shorter (which you should anyway), you can just fold two different colors with underground belts using a very direct approach [...] This is what I was trying to create in the first place. It's not that nice and colorful as [Khagan's] 8-beacon se...
by SoShootMe
Fri Aug 25, 2023 8:28 am
Forum: Documentation Improvement Requests
Topic: Alignments in rendering are unclear
Replies: 8
Views: 980

Re: Alignments in rendering are unclear

Therenas wrote: ↑
Fri Aug 25, 2023 8:14 am
Just want to note that this is a very valid issue, but hard to explain without an image, which the runtime docs don't support yet, so I'll likely wait on that.
"ASCII art"?
by SoShootMe
Tue Aug 22, 2023 3:52 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 508269

Re: Simple Questions and Short Answers

Some time ago, the behaviour of underground belts was changed, must be pretty recent, I'd say last year. They now forcefully change direction, and you can not have two underground belts facing eachother terminating. Can this behavoiur be reverted via settings? I don't think so, but are you sure it ...
by SoShootMe
Sat Aug 19, 2023 3:07 am
Forum: Mods
Topic: Industrial Revolution 3
Replies: 13
Views: 6827

Re: Industrial Revolution 3

Hello! Loving the mod. Second attempt. So far 4d4h14s. I've also been (mostly!) enjoying playing IR3 for the first time, but quite badly in my own estimation (please bear this in mind :)), having just automated the Electrum analysis pack the last time I played the save. I note there are significant...
by SoShootMe
Tue Aug 15, 2023 5:38 pm
Forum: Railway Setups
Topic: ROUNDABOUT without blocking turn right
Replies: 8
Views: 2791

Re: ROUNDABOUT without blocking turn right

Hm, I wonder if the straight lines even add anything useful to the junction. For me they make it just more complicated. They are definitely more complicated, but (aside from possible performance differences which are also affected by other factors) three benefits spring to mind: If you have built a...
by SoShootMe
Thu Aug 03, 2023 3:25 pm
Forum: Gameplay Help
Topic: Refuel train when needed *Help Please*
Replies: 3
Views: 880

Re: Refuel train when needed *Help Please*

In vanilla, you can't read how much fuel a train has, so you must flip the problem around: bring fuel to trains instead of trains to fuel. This also has the advantage that refueling happens when the train is stopped anyway, instead of requiring a diversion and an extra stop (even if only occasional)...
by SoShootMe
Fri Jul 28, 2023 7:34 am
Forum: Not a bug
Topic: [1.1.88] Very slow missing materials counting
Replies: 6
Views: 845

Re: [1.1.88] Very slow missing entities counting

I haven't noticed any change in behaviour; I have always noticed "missing materials" counts being incomplete, and slow responses, when the number of ghosts is large. This arises from the way they are processed that is done in order to limit performance impact, trading one source of bad UX ...
by SoShootMe
Sun Jul 23, 2023 8:47 am
Forum: Not a bug
Topic: [1.1.87] Launch: Remember last used monitor
Replies: 3
Views: 696

Re: [1.1.87] Launch: Remember last used monitor

Genhis wrote: ↑
Sun Jul 23, 2023 7:29 am
Also, there is a handy windows shortcut to quickly move applications between screens: Win + Shift + left/right arrow key
A shortcut with an almost perfect mnemonic for the key presses: shift windows left/right (surely not a coincidence).
by SoShootMe
Sun Jul 23, 2023 6:44 am
Forum: Gameplay Help
Topic: Construction Bots aren't being utilized
Replies: 8
Views: 1175

Re: Construction Bots aren't being utilized

BotsOnStrike wrote: ↑
Sat Jul 22, 2023 8:33 pm
Based on this, I assume there is a hard cap for how many job checks the game does per update.
Have a read of Increase bot queue processing rate.
by SoShootMe
Sun Jul 16, 2023 4:06 am
Forum: Technical Help
Topic: kr2 new map initialization error
Replies: 2
Views: 469

Re: kr2 new map initialization error

It almost certainly is a mod incompatibility - though possibly only due to a bug in one or more mods. Ensure Factorio itself and mods are up to date. Then try disabling mods that are not required for, or specifically listed as compatible with, Krastorio 2. If that works, you can experiment with comb...

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