Factorio So came by this in Public Lobby. |
- So came by this in Public Lobby.
- Now presenting, Overcomplicated Triangles, for producing things in small scale
- Convenient pickup sushi mall design
- The UPS cost of belt balancing, explored
- I take organization very seriously in my base
- 24 to 12 belt compression through weaving and a massive mess
- 10k construction robots in the air
- After 350h of play, i finally achieve a long time dream. 15 advanceds circuits/s
- No bus, no trains, only bots.
- Well ladies and gents...its finally happened, i got hit face first by some steel, engine units, and some green circuits going at about 250kmh, oh well, 'tis the first, but most certainty not the last, the factory must grow, and there's infinite engineers and time, happy building!
- While I'm apparently posting everything I've ever made, here's 1.9k blue circuits/minute
- The undo function is a menace. There needs to be some kind of way to see what we just undid.
- first mega base
- This was supposed to be a temporary 200 science per minute setup until I got module production up and running. It never is temporary. You'd think I would've learned by now. I duplicated it four times to achieve 1000 SPM. Maybe next time I'll finally achieve the aesthetic megabase of my dreams.
- Does Factorio work on the new Macbooks?
- Lowest value in circuit network
- Bobs Angel Ore refinery.
- Is there a mod that lets you build in the fog of war?
- Finished our wall with my friend. That's A Solid Wall of Death
- November Community Map Beehive Kilobase. Over 50 hours of buzzing.
- Me and my friend doing some cleaning in our death world
- How's this for a starter base??
- Some early game semetry for copper ore, and might be a bit over resourced for early game. Its a nice balance between allowing electric poles, condensing the drills, and balancing the belt.
So came by this in Public Lobby. Posted: 18 Nov 2020 01:57 AM PST
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Now presenting, Overcomplicated Triangles, for producing things in small scale Posted: 17 Nov 2020 12:40 PM PST
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Convenient pickup sushi mall design Posted: 18 Nov 2020 01:43 AM PST
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The UPS cost of belt balancing, explored Posted: 17 Nov 2020 11:25 PM PST I've seen somewhat common advice given about avoiding belt balancing due to UPS cost, but I've never really seen specifics on what the actual cost is, or how to decide how much is ok based on my SPM goals. As a software developer, I was curious if belt balancing is a micro-optimization, or something that's meaningfully impacting my game's UPS. I decided to do some experimentation to try to get an answer, and thought I'd share the results here. As a basis for comparison, when performing continuous work moving items between chests, 100 fast inserters use 0.02 milliseconds per update on my hardware. The time-per-update cost of belt balancers is given in millisecond cost per update and equivalent # of working fast inserters cost. My computer is a few years old and has an i7-8700 @ 3.2GHz. Remember that the goal is to stay under 16ms for the total update cost to run at 60 UPS. All balancer blueprints are taken from raynquist's belt balancer book. Balancer costs: Bus cost: These costs honestly aren't as high as I expected. Being able to handle 100 8x8 throughput unlimited balancers in 1ms per update on my good, but not amazing, hardware is pretty decent. The cost of balancing scales roughly linearly (https://imgur.com/a/153rQq6), so you can expect the cost to roughly double as the number of lanes doubles. Impact on potential SPM My 500 SPM outpost base design uses 0.52ms for transport lines and 0.6ms for entity updates on each update, for roughly 1.12ms total. I tried an experiment where I replaced four 8x8 throughput unlimited balancers, one 5x5 balancer, two 5x6 balancers, and two 4x5 balancers that were used in the outpost with much simpler splitter configurations that don't balance quite as perfectly. The outpost still runs ok, and saves 0.1ms per update for transport lines. Assuming I built only this outpost, I would be able to achieve 7,500 SPM at 60 UPS instead of 7,000 SPM by avoiding the balancers. Conclusion Given these numbers, I don't think balancers are worth working too hard to avoid unless aiming for a very high SPM target. Of course this doesn't mean balancers should be spread around wildly, but if used within reason, balancers are not going to be a limiting factor in growth for all but the largest of factories (or, perhaps, weaker hardware). One area I like to use balancers is on belts coming out of resource patches, so I don't have to go and manually re-balance the belts when patches dry up. I still think this is worth the cost, but I will probably use less costly designs in some other areas where I was just trying to distribute X resources across Y assemblers. And of course I've never heard anyone disagree with using balancers around trains to ensure even loading/unloading. Some other things I noticed while testing
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I take organization very seriously in my base Posted: 17 Nov 2020 04:16 PM PST
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24 to 12 belt compression through weaving and a massive mess Posted: 17 Nov 2020 03:26 PM PST
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10k construction robots in the air Posted: 17 Nov 2020 09:20 AM PST
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After 350h of play, i finally achieve a long time dream. 15 advanceds circuits/s Posted: 17 Nov 2020 01:10 PM PST
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Posted: 18 Nov 2020 05:43 AM PST
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Posted: 17 Nov 2020 06:30 PM PST
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While I'm apparently posting everything I've ever made, here's 1.9k blue circuits/minute Posted: 17 Nov 2020 05:14 PM PST
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The undo function is a menace. There needs to be some kind of way to see what we just undid. Posted: 17 Nov 2020 02:51 PM PST I cannot be the only person who is incredibly frustrated any time I go to undo something, or even accidently hit ctrl+z, and seemingly nothing happens... We all know that something did, in fact, happen. We just don't know where the hell it happened. How is that an acceptable solution? What am I supposed to do just wander around my base trying to figure out what just disappeared off the map forever, with no clue what or where that thing was? A simple map notification icon and maybe some kind of temporary fading ghost of what was removed would help immensely. Let's be honest though, having an undo without a redo is stupid. Can we please just get a redo function? Please? [link] [comments] | ||
Posted: 17 Nov 2020 10:36 PM PST | ||
Posted: 18 Nov 2020 06:30 AM PST
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Does Factorio work on the new Macbooks? Posted: 18 Nov 2020 05:39 AM PST Has anyone had a chance yet to try Factorio on the new M1 Apple Macbooks? If so, how did you get on? [link] [comments] | ||
Lowest value in circuit network Posted: 18 Nov 2020 05:26 AM PST Is it possible to show the lowest value of one item in a circuit network? So if I would have 4 chests with iron plates connected, I would only like to see the value of the emptiest chest. [link] [comments] | ||
Posted: 18 Nov 2020 08:06 AM PST Any tips tricks and info I can get regarding the ore processing with bobs angels. Since I've ran into the issue of literal piles of slag, filling up on either copper or iron completely locking down both. And other issues. [link] [comments] | ||
Is there a mod that lets you build in the fog of war? Posted: 18 Nov 2020 07:39 AM PST I'm expanding my logistics network and radar coverage, and it's very annoying to have to go back and build one radar at a time at the edges of my world - is there any mod that lets you just slap down what you actually want and leave it to build? I don't want it to actually build in the fog of war, just que it up so when the blueprinted radars get built it will already have the next step lined up, as you can do expanding your logistics network in radar coverage. [link] [comments] | ||
Finished our wall with my friend. That's A Solid Wall of Death Posted: 18 Nov 2020 07:27 AM PST
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November Community Map Beehive Kilobase. Over 50 hours of buzzing. Posted: 17 Nov 2020 02:20 PM PST
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Me and my friend doing some cleaning in our death world Posted: 17 Nov 2020 02:33 PM PST
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How's this for a starter base?? Posted: 17 Nov 2020 03:15 PM PST
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Posted: 17 Nov 2020 10:56 PM PST
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