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Redeye Flight posted:Oh I do that already. This game was made for me. What do you mean by choking the sorter? You shouldn't have to turn anything off. Just let your inputs saturate the belt, and they'll automatically scale back to produce the appropriate amount. Then, look at what isn't saturated and make more of that.
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# ? Nov 15, 2016 04:52 |
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# ? May 25, 2024 21:45 |
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Redeye Flight posted:...turn the gear machine on and off to keep it from choking the sorter... Can you show a picture of what you're doing for blue science? Also, did you know that you can put an inserter between two assembling machines so that it puts the gears directly from the 'output' of one into the 'input' of the other?
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# ? Nov 15, 2016 04:55 |
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Dirk the Average posted:Sort of. Hit shift+e while hovering over an inserter. ugh
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# ? Nov 15, 2016 05:32 |
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FISHMANPET posted:Factorio is mostly a single threaded app and eventually you just hit a CPU wall. Sounds like in .15 it's going to be multi-threaded which is going to do wonders for performance. But basically the only answer is to put up with it and wait for them to improve the engine. Yeah I dunno it's just so sluggish now. One of the mods I run is EvoGUI and the play timer is taking over two seconds for a single second to pass. I don't think I'm going to take another shot at mass-producing rockets until .15 rolls around. It's too bad. I was starting to like some of my big processing plants.
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# ? Nov 15, 2016 06:16 |
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Find out what mods are gimping your performance. Press F4 and check the option labelled show_time_used_percent. Mods that interact with belts (Smart Splitters, Hacked Splitters, Factorissimo) have heavy CPU usage as they have to update every game tick.
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# ? Nov 15, 2016 08:26 |
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RyokoTK posted:Yeah I dunno it's just so sluggish now. One of the mods I run is EvoGUI and the play timer is taking over two seconds for a single second to pass. I don't think I'm going to take another shot at mass-producing rockets until .15 rolls around. Based on Arumba's multiplayer experiences, EvoGUI takes up lots of CPU. If you're just interested in knowing the evolution factor, open up the chat and enter "/evolution".
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# ? Nov 15, 2016 09:45 |
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I play on peaceful so really the only thing I use it for is a play timer. e: The culprit seems to be wireless charging, which is too bad because I liked those electric trains. Even with the mod disabled, the slowdown is kinda gnarly though. RyokoTK fucked around with this message at 14:19 on Nov 15, 2016 |
# ? Nov 15, 2016 14:00 |
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RyokoTK posted:I play on peaceful so really the only thing I use it for is a play timer. Aren't Electric TRains and Wireless Charging separate mods? You can still use the trains, you'll just need fusion generators for each one instead... though I guess that carries its own difficulties.
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# ? Nov 15, 2016 18:51 |
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It was a combination of a lot of problems. Still IS, but it's being better fixed now. I just about tripled the microchip input and it's working better than it was. I'll do a complete postmortem once i get this drat rocket launched, break down my mistakes and what i learned from them.
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# ? Nov 16, 2016 19:40 |
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Would someone mind giving me the run down on combinators and curcuits? I have played through the four campaign levels and belt madness to four but it doesn't cover those aspects. I've just started a solo play generated map hoping to build the rocket and escape...or what ever. Red and green science packs are being produced by automation using belts and inserters with oil processing about to be set up, along with a train to get the goods to the main factory.
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# ? Nov 16, 2016 20:09 |
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Ugh. I put my oil processing too far from my main base and now I feel like I can't be bothered to move the whole thing but also I don't want to run pipes a huge distance for the different oil products, especially since I found moving pipes around to redo layout stuff (especially trains) to be one of the most obnoxious details in my last game. I'm thinking running pipes to the manufacturing areas is the best solution - at the very least, I'll need to get lubricant down there, unless I do some very strange train work. This game! I was going to just use trains to move barrels all over the place but getting train stop conditionals to cooperate in that context (especially since I'm pre-logistics bots) is a strange hassle.
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# ? Nov 17, 2016 02:29 |
what are some good, simple QoL mods? I got that mod that makes trains worthwhile by moving resources further outIgnoranus posted:Ugh. I put my oil processing too far from my main base and now I feel like I can't be bothered to move the whole thing but also I don't want to run pipes a huge distance for the different oil products, especially since I found moving pipes around to redo layout stuff (especially trains) to be one of the most obnoxious details in my last game. I'm thinking running pipes to the manufacturing areas is the best solution - at the very least, I'll need to get lubricant down there, unless I do some very strange train work. This game! I was going to just use trains to move barrels all over the place but getting train stop conditionals to cooperate in that context (especially since I'm pre-logistics bots) is a strange hassle. there's a mod that has a tanker cart for trains. thinking of getting it myself
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# ? Nov 17, 2016 03:46 |
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a7m2 posted:what are some good, simple QoL mods? I got that mod that makes trains worthwhile by moving resources further out
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# ? Nov 17, 2016 04:39 |
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Barreling is a pain in the rear end but long-distance piping is way worse and is awful to try and scale up. I'm gonna nth just getting the rail tanker mod. That'll let you transport via train any fluid too, not just crude, so you can have an intermediate processing site to render crude into petroleum before sending it off to your sulfur or plastic plants.
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# ? Nov 17, 2016 04:51 |
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Slim Mat posted:Would someone mind giving me the run down on combinators and curcuits? Wire a chest to an inserter taking out of an assembler and into that chest and set it to run < an upper limit. Mostly useful if you only want a standing inventory of less than 1 stack, because you can just adjust number of slots in a chest for things measured in stacks. Even for things measured in stacks you can compound this idea so that you can have something like one pipe assembler making into a chest, that chest keeps 100 pipes on hand, and feeds the rest into underground pipes or chem plant assemblers. Wire a belt section to an inserter or splitter, and set it to run > 1. This lets you do over priority on a belt or otherwise make production dependent on overstocking the belt. Wire pumps on the inlet of chem plants running cracking to the storage tank of lube for heavy oil and set it to run when lube > some limit. For light oil, have a pump to cracking chem plants and a pump to solid fuel chem plants. Wire them to the storage tank for petroleum and set solid fuel to run when petrol > some limit and crack when petrol < some limit. Play with those concepts a bit, maybe poke around the Factorio forums for simple tricks but don't worry too much about it because you can build around even those simple use cases without circuits by just going bigger or planning out ratios.
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# ? Nov 17, 2016 05:11 |
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Slim Mat posted:Would someone mind giving me the run down on combinators and curcuits? Here's a really good Factorio forums post that explains circuits and combinators in a good amount of detail: https://forums.factorio.com/viewtopic.php?t=14556 I'd write my own but imgur is being a gently caress-up so I can't upload any good pics right now
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# ? Nov 17, 2016 05:28 |
I have pretty much everything modular. What kind of things do you guys produce at the "main factory"? I haven't really gotten to the point where I can build whatever, I've only just set up automated green science.
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# ? Nov 17, 2016 06:28 |
Do mods disable achievements? That's a little annoying as the only mod I'm currently using actually makes things more challenging rather than less.
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# ? Nov 17, 2016 07:14 |
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Thanks zedprime and Talky. I still don't really understand the purpose of them or how to even set them up to do useful things. I assume they are for making certain amounts of something particular at a certain time...I did read that whole guide on the Factorio forum and it was a little overwhelming and the practical examples didn't really seem like things I would need. I think I'd need to see some in action to understand a7m2, I usually consider my "main factory" as the thing making the science packs.
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# ? Nov 17, 2016 07:40 |
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Slim Mat posted:Thanks zedprime and Talky. I still don't really understand the purpose of them or how to even set them up to do useful things. I assume they are for making certain amounts of something particular at a certain time...I did read that whole guide on the Factorio forum and it was a little overwhelming and the practical examples didn't really seem like things I would need. I think I'd need to see some in action to understand Things I use circuits for: * Balancing oil cracking to meet demands * turning off my radar array when power is low * making lots of needless pretty warning lights and signs * balancing unloaders * soon enabling or disabling train stations based on if they need new material My main factory is the snaky mess that builds everything but poorly.
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# ? Nov 17, 2016 08:50 |
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a7m2 posted:Do mods disable achievements? That's a little annoying as the only mod I'm currently using actually makes things more challenging rather than less. That's a good reason to use Steam Achievement Manager to set achievements manually.
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# ? Nov 17, 2016 13:49 |
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You can get (most or) all of them with a modded game. There are some you cannot get on peaceful though, notably the speedrun ones. source: I play modded and have almost all the peaceful ones.
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# ? Nov 17, 2016 14:00 |
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You can get the ingame achievements but not the steam achievements if you're playing with mods.
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# ? Nov 17, 2016 14:01 |
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Slim Mat posted:I think I'd need to see some in action to understand Easy I am at the point where I am only ever making a locomotive at a time by hand, and engines are used for nothing else. I set up this green circuit to activate the inserter when engines< 20. When the chest is filled with 20 engines, the inserter stops preventing the engine assembler from being too much of a drain during normal circumstances You need straight pipes on hand but you also need a lot of underground pipes. This set up has the inserter feeding the underground pipes hooked up to the pipe stock over the red circuit. Its set to activate when pipes are >99. So once you get 100 pipes in the chest, it begins feeding the underground pipes instead to create excess underground pipes while keeping a stock of straight pipe for the fiddly bits Intermediate At the top there is a green circuit connecting a comparing combinator and the belt. The Combinator is set to spit out an arbitrary variable with a value of 1 when belts on the belt are > 0. At the bottom there is another green circuit connecting a chest of yellow belts and another comparing combinator. This one instead looks for belts > 99 to spit out the same arbitrary variable with a value of 1. The combinators are connected to the wider red network, which adds them together. That is then fed into the final combinator, which turns on the shunt inserter when the arbitrary variable is > 1. So when the belt to the science assemblers are full, and when the chest of extra belts to have on hand is full, the arbitrary variable reads 2 on the wide red network which lets the combinator on the red network activate the shunt inserter so extra belts are shunted over to the next factory on the line which can reprocess extra yellow belts into red belts. So that makes this a practical example of an and gate. Everyone and their brother has an example of the cracking scheme and I'm not actually there in my saves on hand so I'll leave that for someone else or you to look up. zedprime fucked around with this message at 14:56 on Nov 17, 2016 |
# ? Nov 17, 2016 14:54 |
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zedprime posted:Some examples in the wild: Those designs are cool, but they can mainly be achieved by having assemblers output into chests and then limit the chests to, say, 50 engines. They'll turn off and on automatically as you consume engines. I'm sure you know that! I guess this post is for the person that asked originally. Turning on and off cracking is definitely useful for ensuring oil production stays balanced with intermediates
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# ? Nov 17, 2016 15:06 |
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sharkbomb posted:Those designs are cool, but they can mainly be achieved by having assemblers output into chests and then limit the chests to, say, 50 engines. They'll turn off and on automatically as you consume engines. I would really like to see you achieve either of the other two with just chests.
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# ? Nov 17, 2016 15:21 |
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You can do cracking without circuits (using Flow Control )
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# ? Nov 17, 2016 15:23 |
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You can do cracking without circuits, by making a giant fuckoff refinery and biasing the pipes a little bit. I wouldn't want to, but hey, circuits are for ease of use from beginning to end and aren't anything resembling necessary.
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# ? Nov 17, 2016 15:28 |
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Jabor posted:I would really like to see you achieve either of the other two with just chests. You just do a chain of passive provider and request chests between assemblers, with the chests limited to 50 items. When everything gets full the poo poo just turns off. I dunno man, maybe i'm missing the point. That's how I set up production of most things like pipes and underground pipes, and stuff I need sporadically and doesn't need to be replenished ASAP. It also keeps you supplied with various intermediate products when you load into passive provider chests. If for whatever reason I need 500 gears I can just change my personal logistics settings and my bots will swarm me with gears. I know it's not fancy but it's simple and easy to diagnose when there are shortages and bottlenecks. sharkbomb fucked around with this message at 15:42 on Nov 17, 2016 |
# ? Nov 17, 2016 15:37 |
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sharkbomb posted:You just do a chain of passive provider and request chests between assemblers, with the chests limited to 50 items. When everything gets full the poo poo just turns off. I dunno man, maybe i'm missing the point. That's how I set up production of most things like pipes and underground pipes, and stuff I need sporadically and doesn't need to be replenished ASAP It sounds like you missed the point of those two things, since they're explicitly not just "stop when things are full".
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# ? Nov 17, 2016 15:42 |
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Jabor posted:It sounds like you missed the point of those two things, since they're explicitly not just "stop when things are full". He created a "Stop when things are full" set up with circuitry. Wait, sorry, I mean "shunt," so different
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# ? Nov 17, 2016 15:58 |
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sharkbomb posted:He created a "Stop when things are full" set up with circuitry. Wait, sorry, I mean "shunt," so different Yes, you've figured it out! "Go when things are full" is in fact the exact opposite of "Stop when things are full".
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# ? Nov 17, 2016 16:04 |
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'Wait I can do that with logistics! No wait circuits!' is a dumb argument because you need neither to both speed run or do rocket rate maximizing. Just do whatever gives you the sperg tingles. I personally hate work in progress sitting in chests and belts so anytime I can limit things to less than a stack or create dependent progressions of production or reprocessing I am all over it.
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# ? Nov 17, 2016 16:06 |
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zedprime posted:'Wait I can do that with logistics! No wait circuits!' is a dumb argument because you need neither to both speed run or do rocket rate maximizing. Just do whatever gives you the sperg tingles. I personally hate work in progress sitting in chests and belts so anytime I can limit things to less than a stack or create dependent progressions of production or reprocessing I am all over it. It's not really an argument, it's more like Jabor calling me stupid for whatever reason he feels compelled to be a dick about Factorio. We get very different sperg tingles from this game-- I like my chests to be full of intermediate products so I can have anything at my disposal immediately via swarms of hundreds of bots. I also have 150 robot frames sitting in my intermediate chests so you'd probably have a rage-induced heart attack if you had to play my factory
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# ? Nov 17, 2016 16:25 |
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edit: I can't read.
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# ? Nov 17, 2016 16:45 |
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zedprime posted:Some examples in the wild: Thanks for this, my understanding of circuitry ends where Rocky's Boots left off and I only ever did get to level 3 in Robot Odyssey, so this is very helpful to my fumbling grade-school attempts at using circuits to make my factory more efficient.
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# ? Nov 17, 2016 22:15 |
Phssthpok posted:That's a good reason to use Steam Achievement Manager to set achievements manually. Oh I forgot about this. Since the game still tracks them in the in-game interface this is pretty easy to accomplish. Thank you! zedprime posted:Everyone and their brother has an example of the cracking scheme and I'm not actually there in my saves on hand so I'll leave that for someone else or you to look up. a7m2 fucked around with this message at 02:51 on Nov 18, 2016 |
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# ? Nov 18, 2016 02:46 |
e: double post
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# ? Nov 18, 2016 02:51 |
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Because I'm lazy I always just setup a pump to the heavy>light cracking chemical plants and red wire it to one of the heavy oil storage tanks, the condition is: heavy oil > 1,000 This means you'll crack all light oil till petrol gas is full and crack heavy oil over 1k to light. Quick and easy and it'll only stop when petrol gas is full which would mean my factory is idle. e: vv you must be running a wild factory if you can't make lube with 1,000 heavy oil per storage tank? Chakan fucked around with this message at 04:33 on Nov 18, 2016 |
# ? Nov 18, 2016 04:02 |
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# ? May 25, 2024 21:45 |
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Chakan posted:Because I'm lazy I always just setup a pump to the heavy>light cracking chemical plants and red wire it to one of the heavy oil storage tanks, the condition is: heavy oil > 1,000 I prefer the alternate version where you only crack heavy to light when there's over a certain threshold of lubricant in the tanks so that I can still produce robots and blue belts.
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# ? Nov 18, 2016 04:20 |