Search found 15 matches
- Wed Aug 03, 2022 10:52 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 226935
Re: Parrallel processing in games & applications
Exactly the point, A multithreaded system with good threaded support should run circles around an old core2duo. I don't see any old core2duo in that CPU list; but I do see a CPU released within the last 6 months on the latest manufacturing process with amazing single core performance. It feels like...
- Wed Aug 03, 2022 9:40 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 226935
Re: Parrallel processing in games & applications
It feels like it's long overdue to get more use of cores from gaming. (Server Ryzen 5600G, PC Ryzen 5600X) Everything is exactly the opposite. The fewer cores, the faster Factorio works :) 16core.jpg Results with factoriobox, if that. Exactly the point, A multithreaded system with good threaded sup...
- Wed Aug 03, 2022 7:41 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 226935
Re: Parrallel processing in games & applications
It feels like it's long overdue to get more use of cores from gaming. In Factorio's case I'd guess Bot pathing, Biter AI and Train pathing should probably be beneficial to have their own threads to live in. Train network and Biter AI are the two things that get massive framedrops when they change in...
- Wed Aug 03, 2022 7:30 pm
- Forum: General discussion
- Topic: Should Construction Robots Prioritze Storage Chests ?
- Replies: 35
- Views: 12309
Re: Should Construction Robots Prioritze Storage Chests ?
This is a question I have been meaning to ask for a while, but I'd like the option to change the bots priority to take for example from storage chests first , then passive, etc.
Or anothr way , have requester/buffer chest have a tickbox with "Take from storage chests first"
Or anothr way , have requester/buffer chest have a tickbox with "Take from storage chests first"
- Tue Jun 28, 2022 8:41 am
- Forum: Technical Help
- Topic: Rails and lategame performance problems
- Replies: 8
- Views: 2280
Re: Rails and lategame performance problems
Are you using both train limits and stop disabling? That can cause problems sometimes. You can try setting the train limit to 0 via circuits instead of disabling the stop, so that trains en route will continue instead of repathing. I am doing both, Migrating over slowly to using trainstop on new st...
- Mon Jun 27, 2022 8:58 pm
- Forum: Technical Help
- Topic: Rails and lategame performance problems
- Replies: 8
- Views: 2280
Re: Rails and lategame performance problems
It's gone. After two days of constant issue when I logged in today to get a fresh couple of logs, everything worked again for no reason (just like it started) Very happy it works again, but it rubs my troubleshooting mind the wrong way :/ Want me to share the savefile regardless? What you described...
- Fri Jun 24, 2022 11:56 pm
- Forum: Technical Help
- Topic: Rails and lategame performance problems
- Replies: 8
- Views: 2280
Re: Rails and lategame performance problems
It's gone.
After two days of constant issue when I logged in today to get a fresh couple of logs, everything worked again for no reason (just like it started)
Very happy it works again, but it rubs my troubleshooting mind the wrong way :/
Want me to share the savefile regardless?
After two days of constant issue when I logged in today to get a fresh couple of logs, everything worked again for no reason (just like it started)
Very happy it works again, but it rubs my troubleshooting mind the wrong way :/
Want me to share the savefile regardless?
- Thu Jun 23, 2022 10:17 pm
- Forum: Technical Help
- Topic: Rails and lategame performance problems
- Replies: 8
- Views: 2280
Rails and lategame performance problems
I hit a wall yesterday it seems, always been able to play and add/remove rails/roundabouts, but suddenly the game absolutely destroys its performance when manipulating rails. Playing on local dedicated Server Host - Ryzen 5600G, 64Gb Ram, using a Kingston NVME drive as storage for world, MS Server 2...
- Thu Jun 23, 2022 4:34 pm
- Forum: Gameplay Help
- Topic: Way to stop trains from stopping when stations goes disabled
- Replies: 10
- Views: 3176
Re: Way to stop trains from stopping when stations goes disabled
Thanks everyone for the help
Using train stop limits fixed the issue so currenlty migrating all the old outposts to use that logic!
Using train stop limits fixed the issue so currenlty migrating all the old outposts to use that logic!
- Fri May 27, 2022 9:34 am
- Forum: Gameplay Help
- Topic: Way to stop trains from stopping when stations goes disabled
- Replies: 10
- Views: 3176
Re: Way to stop trains from stopping when stations goes disabled
Ah sorry, been off from Factiorio for a while.
The train stops dead in the tracks with a no path error (got plenty and plenty of roundabouts and whatnot), Hadn't thought about setting trainlimit to 0 though, gonna give that a try next time the need to harass biters occur!
The train stops dead in the tracks with a no path error (got plenty and plenty of roundabouts and whatnot), Hadn't thought about setting trainlimit to 0 though, gonna give that a try next time the need to harass biters occur!
- Sat May 21, 2022 10:43 am
- Forum: Gameplay Help
- Topic: Way to stop trains from stopping when stations goes disabled
- Replies: 10
- Views: 3176
Way to stop trains from stopping when stations goes disabled
So. I have a factory using forward artillery bases to keep the biters away, those bases are wired up with logic to enable/disable the station depening on if it lacks ammo/resources. Using a trainlimit at 5 to keep the trains coming when needing ammo etc, but as soon as the station gets disabled the ...
- Tue Apr 06, 2021 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron Train
- Replies: 8
- Views: 4177
Re: Spidertron Train
Woof!Xorimuth wrote: βTue Apr 06, 2021 3:50 pm Like this?
https://mods.factorio.com/mod/SpidertronEnhancements
Yeah, exactly like that! , maybe not on the train but a specialised cart though
- Tue Apr 06, 2021 3:48 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron Train
- Replies: 8
- Views: 4177
Spidertron Train
TL;DR A Traincart to dock a spidertron into for transport via railway What ? i would love to see a traincart which only houses a single Spidertron that you could walk into with the Spidertron and have the Spidertron sitdown and dock into, letting it be transported via trains! Why ? It would be a ni...
- Thu Feb 04, 2021 9:16 pm
- Forum: Gameplay Help
- Topic: 1.1 Train Stop UI change, how to see connected trainstops now?
- Replies: 2
- Views: 1287
Re: 1.1 Train Stop UI change, how to see connected trainstops now?
Thank you!
I can honestly say I never ever used that part of the UI before!
I can honestly say I never ever used that part of the UI before!
- Thu Feb 04, 2021 7:53 pm
- Forum: Gameplay Help
- Topic: 1.1 Train Stop UI change, how to see connected trainstops now?
- Replies: 2
- Views: 1287
1.1 Train Stop UI change, how to see connected trainstops now?
Since they changed the Train Stop UI in 1.1 I can no longer see a list of all stations the trains are using, only the tiles with the trains it is possible to get back that old function? How I used to do: I have 55+ copper mine stations, and a central dump station with 8 stations with the same name, ...