![factorio train loading factorio train loading](https://i.imgur.com/7WuQn1m.jpg)
![factorio train loading factorio train loading](https://i.imgur.com/sgcQfnF.png)
Setup a boatload of storage (yellow) chests near the loading station. Option 2: Mine directly into active provider chests. Bots are bad at pulling evenly from passive providers, so you can get some lanes backed up while others are empty. This was the first bot loading setup I tried, and it's convenient, especially with low robot speed research, but it has drawbacks. Option 1: Mine onto belts, belt ore close to the loading zone, insert from belts into passive provider chests. Keeping the request amount low ensures that ore will be distributed evenly. Set the request amount such that when fulfilled, there is at least a wagon-load of ore ready to be inserted spread across those 12 chests. Both, and really any bot loading setup, use 12 requester chests per train wagon, each with stack inserter into the wagon. I usually don't even try until well into the mid-game (lots of research done, maybe launched some rockets, but not nearing "megabase" status). Thanks in advance! (And please be kind I'm sure there's an obvious answer that I'm missing, or a way that I'm thinking about this all wrong!)īots definitely make this easier, and are pretty simple to set up, but take a lot more resources. Is there a better solution than balancers here? I heard robots and circuit network can help with such things, but I'd need an ELI5-style tutorial for that. I tried just splashing splitters around to get things vaguely distributed, but I often end up with some belts/chests backlogged while others are sparse. Even if I only did one side, I haven't seen a lot of 5 to 24 balancers out there, and it still feels ridiculous, when you look at the size of those things. How do I map these 4-6 belts into my cargo wagons? Should I be looking for a 5 to 48 balancer? That seems a bit ridiculous.
#Factorio train loading upgrade#
(Currently red, but I could upgrade them to blue if it would help.) But, my ore patches (currently in the 1-2M range) only produce about 4-6 belts worth of ore. This means there are 4 cargo wagons * 2 sides per cargo wagons * 6 slots per side = up to 48 input stack inserters. Basically, how do I evenly and efficiently load them? Not sure at what point too many blueprints begins to affect load/save times, but it certainly does eventually.I'm in my second freeplay game and as I scale up to larger ore patches, I'm noticing a recurring problem loading my trains. Instead of copying in the years worth of misc blueprints I'd collected, I only saved back a handful of must have blueprints. And it ALSO made my existing saved games, that took soooo long to load and save before, now load instantly!! Saves super quick now also!įinally I loaded back up the "backup blueprints" game I'd earlier saved. Result - Well as you can imagine, it reset me back to 0 saved blueprints. Then I deleted blueprint-storage.dat file (don't worry the game will recreate an empty one). Then I copied all my blueprints into the inventory of the hero and saved a game called "backup blueprints".Įxit game. In my case this had grown to 160mb (I had tons of blueprints). They are found in the file blueprint-storage.dat found in %appdata%/Factorio. Turned out to be that I had way too many blueprints.
#Factorio train loading full#
A lot of the slowdown is likely caused by the lua/c interface combined with lua being interpreted (slow), and none of that is really fixable without either making sandboxing really difficult to do reliable (say via luajit, that can remove both the interpreting slowdown since it JITs and the lua/c interface as it can call C code directly, but that would likely break the API to switch to that), or would just outright break the API in full (say using a wasm JIT to run mods in with api to map the C memory in as appropriate for the right calls, much larger work). Now add in that some mods edit prototypes, or walk all the prototypes, and this time gets *huge*.
#Factorio train loading mod#
An example with round values to make it clear: Say the vanilla game takes 5s as per the prior post (faster for me but linux/ssd/etc), and say you add a single simple mod, it will increase the loading time by 10ms or so, now add mods to get up to 10 simple QoL non-prototype-editing mods, you'd think it would scale up to 10*10ms for 100ms slower, but instead it causes each mod to take about 5*10ms per extra mod added, so with 10 mods each mod now takes about 50ms to load, so it's now 50ms*10 for 500ms, and this keeps compounding. Something I've noticed and mentioned somewhere before is that I did testing and found that for each additional mod added, even tiny QoL mods that don't adjust prototypes, increases the time for every mod to load. Vanilla factorio loads almost instantly, it's mods that slow it down.