Search found 238 matches
- Sun Sep 25, 2022 12:13 am
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 13978
Re: Pipe throughput measurements
I'm sorry if I kind of interrupt the mathematical discussion, but there is something very basic I don't understand. I read about direction and build order. For a long time, I assumed "direction" means the current direction and momentum of a fluid; from left to right or from right to left ...
- Sat Sep 24, 2022 2:33 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 62722
Re: Cycles: Merge entities, mod for performance idea
fluid in pipes (in & out) - is it tricky? No! I hope... electricity (behaves as a single entity) These are floating point math, which has limited precision as opposed to "real" math. Any rounding error introduced due to that might change something that looks like a repeating cycle int...
- Sat Sep 17, 2022 7:24 pm
- Forum: Modding help
- Topic: Infinite ressource like Oil doesn't respect minimum property for depletion
- Replies: 17
- Views: 2774
Re: [1.1.68] Infinite ressource like Oil doesn't respect minimum property for depletion
I linked both since the name is different in data and control stage. The / wasn't meant as division.
- Sat Sep 17, 2022 7:22 pm
- Forum: Modding help
- Topic: Infinite ressource like Oil doesn't respect minimum property for depletion
- Replies: 17
- Views: 2774
Re: [1.1.68] Infinite ressource like Oil doesn't respect minimum property for depletion
Could someone with a wiki account expand https://wiki.factorio.com/Prototype/ResourceEntity with some explanation how the individual properties tie together? Likewise, a dev add a link to that text to the corresponding properties of LuaEntity? Text suggestion that probably can be improved on: Infini...
- Sat Sep 17, 2022 5:48 pm
- Forum: Modding help
- Topic: Infinite ressource like Oil doesn't respect minimum property for depletion
- Replies: 17
- Views: 2774
Re: [1.1.68] Infinite ressource like Oil doesn't respect minimum property for depletion
Have you considered the idea that the 20% aren't hardcoded, but are also affected by the minimum specified in the prototype? I.e. minimum_yield = prototype_minimum * max(100%, initial_yield) I already looked but didn't find such field, the wiki doesn't, and the source code neither. I search for dif...
- Sat Sep 17, 2022 4:45 pm
- Forum: Modding help
- Topic: Infinite ressource like Oil doesn't respect minimum property for depletion
- Replies: 17
- Views: 2774
Re: [1.1.68] Infinite ressource like Oil doesn't respect minimum property for depletion
This is not the case according to my observation of oil behavior and behavior of infinite ore of Infinite Resources - Normal Yields with setting start at 100% (so initial amount = 100) and min to 5%, the resource doesn't stop at 20% but at 5%. So I don't understand the rule "minimum = max(mini...
- Fri Sep 16, 2022 10:21 am
- Forum: Combinator Creations
- Topic: Kinda weird belt thing
- Replies: 5
- Views: 1702
Re: Kinda weird belt thing
https://wiki.factorio.com/Transport_belts/Physics#Belt_positions_and_lengths An item needs 256/24 = 10 2/3 ticks to traverse a blue belt. If you measure three consecutive straight belts you should see an item requiring 11 ticks on two of them and 10 on the third. In your setup the items are 11 * 24...
- Sun Sep 11, 2022 11:27 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 7591
Re: Bots that are aware of their charge level and plan accordingly.
because we cannot predict where the robot will recharge (the chance, that the plan works as predicted is very low). Why would you say it's low? Whatever roboports exist when the bot departs a roboport are the roboports that are most likely to exist 30 seconds later when the bot needs to recharge. ....
- Sun Sep 11, 2022 6:20 am
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 7591
Re: Bots that are aware of their charge level and plan accordingly.
Do you have a source for this? I'd say they simply home in on the destination, calculated each tick, and once reaching low charge divert to a roboport (~ step 3 & 4). I think you may be right actually. Otherwise they wouldn't be able to deal with moving targets nor, as you mention, would enemie...
- Sun Sep 11, 2022 3:46 am
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 7591
Re: Bots that are aware of their charge level and plan accordingly.
Presently the game: 1. Checks if bot can reach destination. Upon realizing that it can't: 2. Calculate the point at which it would reach 20% charge, and set that point as the destination. Do you have a source for this? I'd say they simply home in on the destination, calculated each tick, and once r...
- Sun Sep 11, 2022 12:39 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 22390
Re: why prod modules are important
Starting again with one miner and a single prod 3 module, that miner has an effective speed of (1 + 10%) * (1 - 15%) = 0,935. To compensate we need to reach an effective speed of 1,1 (i.e. base mining speed plus prod bonus), thus add 0,165 effective speed, which is 0,165 / 0,935 ~ 0,1764 extra mine...
- Sat Sep 10, 2022 9:40 pm
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 22390
Re: why prod modules are important
Running the vanilla cases through a calculator gets us: Upgrading the number of prod 3 from 0 to 1: 17,64% extra miners, 7h 52min to repay Just to make sure i understand the result properly, If i were to place a prod3 module 1 in my mining drills, i would need to add 17.64% extra miners compared to...
- Sat Sep 10, 2022 5:27 pm
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 22390
Re: why prod modules are important
Let's try to move the discussion away from Kindergarden back to something fact based... According to https://kirkmcdonald.github.io/calc.html#zip=S0ksSbQ11AVCS7XczDxbY7WUXNsCY7XMktTcYtuCovyU0uSSzLLMkkrdXCA7J1XX2KrIylANwsGqwirVGI50sJtASIURsgoA a single productivity module 3 requires 1200 coal + copp...
- Sat Sep 10, 2022 12:02 am
- Forum: This Forum
- Topic: Forum BUG: Notifications don't honor foes
- Replies: 5
- Views: 1364
Re: Forum BUG: Notifications don't honor foes
[Moderated by Koub : Response to Off topic]
- Thu Sep 08, 2022 5:30 pm
- Forum: Gameplay Help
- Topic: Help needed: Requisition order via circuits
- Replies: 29
- Views: 3715
Re: Help needed: Requisition order via circuits
In my mind I could wire it up so that it stored the request until it was fulfilled then just wipe clean once the storage box was no longer requesting but I'm missing how to just wipe the memory cell and not introduce more values in doing so. ... the problem becomes a way to trigger this during only...
- Thu Sep 08, 2022 7:29 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 22390
Re: why prod modules are important
Let's try to move the discussion away from Kindergarden back to something fact based... According to https://kirkmcdonald.github.io/calc.html#zip=S0ksSbQ11AVCS7XczDxbY7WUXNsCY7XMktTcYtuCovyU0uSSzLLMkkrdXCA7J1XX2KrIylANwsGqwirVGI50sJtASIURsgoA a single productivity module 3 requires 1200 coal + copp...
- Thu Sep 08, 2022 12:56 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 22390
Re: why prod modules are important
Let's try to move the discussion away from Kindergarden back to something fact based... According to https://kirkmcdonald.github.io/calc.html#zip=S0ksSbQ11AVCS7XczDxbY7WUXNsCY7XMktTcYtuCovyU0uSSzLLMkkrdXCA7J1XX2KrIylANwsGqwirVGI50sJtASIURsgoA a single productivity module 3 requires 1200 coal + coppe...
- Sun Sep 04, 2022 11:36 pm
- Forum: Releases
- Topic: Version 1.1.68
- Replies: 2
- Views: 11133
Re: Version 1.1.68
Instead of posting here, the recommended place is the bug reports forum. And, as it happens, there's already a thread regarding that issue.
- Fri Aug 26, 2022 9:01 am
- Forum: Gameplay Help
- Topic: Don't understand why the Decider combinator works the way it does
- Replies: 9
- Views: 2618
Re: Don't understand why the Decider combinator works the way it does
It's more flexible. You can replicate your suggestion by outputting the tested signal and then using an arithmetic combinator to rename it to the signal you actually wanted. But what if the signal you're testing and the signal you need to forward/output are different? For example, when I need some m...
- Wed Aug 24, 2022 10:10 am
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 154
- Views: 56713
Re: ARM Build
Here someone tried to run factorio through an emulator of some sort, the results weren't pretty in multiplayer. A few posts down there's a desync report in case someone is interested in analyzing it.