Search found 61 matches
- Mon Aug 10, 2020 9:42 am
- Forum: Ideas and Suggestions
- Topic: default circuit network signal (max or sum) makes the concept easier to pickup, more resiliant, and a new poweruser tool
- Replies: 7
- Views: 2273
Re: default circuit network signal (max or sum) makes the concept easier to pickup, more resiliant, and a new poweruser
I like the idea, but I would modify it slightly. There is no need for the max/sum signal to be always calculated. They could work just like "anything" or "everything" works now - we already have 2 aggregating signals, why not have more?. Max/min/sum/average could all be useful an...
- Sun Aug 09, 2020 7:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
- Replies: 16
- Views: 3566
Re: [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
So I've looked at the performance without modules. I placed around 400 electrolyzers, each with 1200 voids at the outputs. Each void is saturated at about 50%, meaning it works for a second, then doesn't for a second, and it loops. That gives 600 transitions from ingredient shortage -> working per s...
- Fri Aug 07, 2020 8:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
- Replies: 16
- Views: 3566
Re: [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
Thanks for looking into it. That's something I have not expected. With that information I'll look into this again tomorrow, because I still think there is some noticable cost to such entities even if they are not moduled - I made the change on a pymods community map where no modules were used and th...
- Fri Aug 07, 2020 2:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
- Replies: 16
- Views: 3566
Re: [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
I believe it already caches the previous recipe. The problem is that when it's not saturated it looks for others (because there may exist a recipe that takes 100 water and voids it and also a recipe that takes 10 water and voids it. Imagine the first one being executed and leaving 20 water in. The s...
- Fri Aug 07, 2020 1:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
- Replies: 16
- Views: 3566
[Rseding91] [0.18.44] Terrible performance of unsaturated furnace entities with many possible recipes.
PyIndustry adds entities that can void fluids/gasses/items (ingredient is converted to 0 water). They are of type "furnace". There is a in the order of a few hundred possible recipes for each such entity. After changing the type of the voiding entity to "assembling-machine" the e...
- Thu Apr 02, 2020 8:08 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 886652
Re: 4-way intersections: Throughput and deadlocks [image heavy]
It looks like the multicross just compressed. I tested it briefly and gets about the same as the multicross. Yes! I was playing with multicross and was bugged by how much space is wasted in the corners. This should have the same performance if I didn't screw up. Should have probably mentioned that....
- Wed Apr 01, 2020 12:36 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 886652
Re: 4-way intersections: Throughput and deadlocks [image heavy]
A 2 lane RHD 6-car intersection of size 4x4 chunks. I was unable to find any smaller with the matching throughput. I think the smallest one that matches this one in throughput is about 5x5 chunks. Last time I tested it was ~87/min. It would be nice to get it verified by someone else and included in ...
- Sat Mar 28, 2020 5:33 pm
- Forum: PyMods
- Topic: Py QOL mods
- Replies: 4
- Views: 2430
- Mon Mar 23, 2020 1:31 pm
- Forum: PyMods
- Topic: Py QOL mods
- Replies: 4
- Views: 2430
Re: Py QOL mods
Unchecking this does indeed remove it from the tooltip but the performance drop is still there. It hasn't changed with the last update that fixed some of this stuff.Alternatively:
- Mon Mar 23, 2020 12:25 pm
- Forum: PyMods
- Topic: Py QOL mods
- Replies: 4
- Views: 2430
Py QOL mods
This is a collection of my QOL mods that I made with py in mind. These work with anything, not only py, but it's py (and ab) where they shine. Remove Raw Materials Display Modpage: https://mods.factorio.com/mod/remove_raw_materials_display Description: When playing with all recipes unlocked some raw...
- Sun Mar 22, 2020 1:51 pm
- Forum: Mods
- Topic: [MOD 1.1] Loader Redux
- Replies: 131
- Views: 79022
Re: [MOD 0.17 - 0.18] Loader Redux
no excuse for wrong defaultseradicator wrote: βSun Mar 22, 2020 9:33 amYou've searched in "Recently Updated" but you wanted "Most Downloaded".
- Wed Mar 18, 2020 12:37 am
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 46
- Views: 21146
Re: time for >60fps
Smoother camera movement and moving items when in hand (and guis generally) would be enough.
I always play creative with 144 ups just because it's so much better on my monitor. For legit playthroughs, not so much choice sadly.
I always play creative with 144 ups just because it's so much better on my monitor. For legit playthroughs, not so much choice sadly.
- Wed Mar 18, 2020 12:33 am
- Forum: Ideas and Suggestions
- Topic: Sound when successfully copy/pasting an entity
- Replies: 11
- Views: 2194
Re: Sound when successfully copy/pasting an entity
I think it would make more sense for undo, since with copy/paste you always see the result.
- Sun Mar 15, 2020 5:43 pm
- Forum: Balancing
- Topic: The enemies are kind of a "forced failure" condition
- Replies: 7
- Views: 4349
Re: The enemies are kind of a "forced failure" condition
that's why you can turn them off
- Sun Mar 15, 2020 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 61802
Re: Optimization idea: abstraction
Factorio doesn't update assembler progress every tick. Just when product is made or something else happens. At least that what one of the devs told me on reddit when I brought up the topic. As for the "abstraction". To even make it feasible I think it would require the user to specify an a...
- Tue Feb 04, 2020 4:02 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 295416
- Tue Feb 04, 2020 12:35 pm
- Forum: Ideas and Suggestions
- Topic: Use 64-bit integers for signals
- Replies: 20
- Views: 6596
Re: Use 64-bit integers for signals
"There's no performance impact, except for division, but then again, it's from 2011, it's migth be better." This is a microbenchmark. When you take cache into consideration it has an impact. Though the whole system is complex and such a little change would likely not matter in the end. &qu...
- Tue Feb 04, 2020 11:49 am
- Forum: Mods
- Topic: [MOD 1.1] Loader Redux
- Replies: 131
- Views: 79022
Re: [MOD 0.17 - 0.18] Loader Redux
good job mod portal...
is it somehow moderated?
is it somehow moderated?
- Sun Jan 26, 2020 10:50 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 295416
Re: pY Alien Life - Discussion
I'm concerned about what BlueTemplar brought up already, that is how expensive the higher tiers of "animal modules" are. Regarding the science complexity now. One solution would be to add a science pack below red, which would be used just for a few essential researches like automation, log...
- Tue Jan 21, 2020 1:59 pm
- Forum: Logistic Train Network
- Topic: Restrict trains to certain resources only?
- Replies: 10
- Views: 4100
Re: Restrict trains to certain resources only?
It's not complex at all! That's the best part. The only thing one has to do is set the depo stop to "Read train contents" and "Enable/disable" on Anything>0. Wires only required if you want the programmable speaker part. My understanding of the enable/disable option was that it ...