Search found 483 matches
- 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 ...
- Tue Sep 12, 2023 9:27 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 207
- Views: 43412
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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...
- Fri Aug 25, 2023 8:28 am
- Forum: Documentation Improvement Requests
- Topic: Alignments in rendering are unclear
- Replies: 8
- Views: 980
- 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 ...
- 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...
- 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...
- 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)...
- 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 ...
- Sun Jul 23, 2023 8:47 am
- Forum: Not a bug
- Topic: [1.1.87] Launch: Remember last used monitor
- Replies: 3
- Views: 696
- 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
Have a read of Increase bot queue processing rate.BotsOnStrike wrote: βSat Jul 22, 2023 8:33 pmBased on this, I assume there is a hard cap for how many job checks the game does per update.
- 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...