Search found 69 matches
- Fri Sep 29, 2023 12:55 pm
- Forum: Technical Help
- Topic: Banned on Discord, Can't play the game.
- Replies: 3
- Views: 1061
Re: Banned on Discord, Can't play the game.
It's not just the overlay. I got the cloudflare errorpage when I opened the discord app. The problem seems intermittent. If you try again it sometimes works like normal and sometimes you get the "blocked" page.
- Sun Feb 28, 2021 3:21 pm
- Forum: General discussion
- Topic: Math Riddle: Is it possible to launch infinite rocket on island map?
- Replies: 13
- Views: 6809
Re: Math Riddle: Is it possible to launch infinite rocket on island map?
This riddle was also on reddit. So i will copy some answers from there and add my two cents to them. Kejser Kagespiser : The answer is yes you can get infinite rockets. All you need is to get productivity over 100% and you can get infinite ores by deconstructing the miner before the nonproductivity ...
- Mon Aug 24, 2020 10:32 am
- Forum: Gameplay Help
- Topic: "No path" train automation in tutorial
- Replies: 3
- Views: 1363
Re: "No path" train automation in tutorial
I don't see any signals on those screenshots. But I do see that the flaydo station marker is below the tracks which means it can only be approached from the left. To fix this move the station above the tracks.
- Fri Jun 19, 2020 3:51 pm
- Forum: Technical Help
- Topic: fps drops but cpu< 50%
- Replies: 10
- Views: 4322
Re: fps drops but cpu< 50%
Factorio is not a 3D game, so it probably never fully occupy your GPU. After all, many parts of your GPU are made to compute/render 3D graphics and remain unused when running a 2D game. That is not how it works. GPU usage measures the amount of GPU core cycles that do not have an instruction loaded ...
- Sat May 23, 2020 8:02 am
- Forum: Technical Help
- Topic: [0.18.26] Corrupted Mod Files (??)
- Replies: 1
- Views: 1165
Re: [0.18.26] Corrupted Mod Files (??)
windows 10 has a feature called disk write caching. Basically it means that windows can decide to not write a file into your hard-drive right away. It just writes the file headers to the hard-drive and keeps the rest in ram. If there is other reads/writes going on it can take several minutes before ...
- Thu May 14, 2020 2:48 pm
- Forum: Technical Help
- Topic: Headless server crashes on autosave
- Replies: 1
- Views: 1017
Re: Headless server crashes on autosave
First step would be to login to the factorio user and navigate to the saves folder and run the command "touch test.tmp" and then look if a file named test.tmp is created. If it does then we can rule out permission issues. Then next we should check to see if there is enough space on the disk. You can ...
- Sun Apr 19, 2020 7:28 am
- Forum: Gameplay Help
- Topic: Implicit rail signals every tile...?
- Replies: 7
- Views: 2587
Re: Implicit rail signals every tile...?
Do you guys know how pathfinding algorithms work? Umm yes we do. Splitting up a straight line segment into several of them is not going to affect performance in a well-designed path-finding algorithm. E.g. maintain a connected graph that only has nodes at intersections or when the rail signal ...
- Sat Feb 08, 2020 11:13 am
- Forum: Technical Help
- Topic: Optimization
- Replies: 7
- Views: 2393
Re: Optimization
I would like to see another game even try 1600k entities with 600k active do better.
- Tue Dec 24, 2019 7:23 am
- Forum: Technical Help
- Topic: server login
- Replies: 1
- Views: 1163
Re: server login
To make this work the server would need to keep copies of all saves all clients make and make a diff file when the player joins back based on what save they have. This diff file would not be that much smaller than a regular save and the amount of saves the server would need to keep would be massive ...
- Fri Nov 08, 2019 3:49 pm
- Forum: Technical Help
- Topic: Why is my UPS low?
- Replies: 35
- Views: 13042
Re: Why is my UPS low?
Anyone have experience with the newer Intel i9 series? They support quad channel RAM. Could make a big difference if that is part of the problem.
Clearly, quad channel will not improve your gaming experience over dual channel (at least with Intel CPU, I don't know the impact on AMD CPU). You ...
- Wed Oct 30, 2019 1:15 pm
- Forum: Technical Help
- Topic: [0.17.74] Can't connect to remove server, traffic seems to be going through but nothing happens
- Replies: 6
- Views: 2739
- Wed Oct 30, 2019 11:49 am
- Forum: Technical Help
- Topic: [0.17.74] Can't connect to remove server, traffic seems to be going through but nothing happens
- Replies: 6
- Views: 2739
Re: [0.17.74] Can't connect to remove server, traffic seems to be going through but nothing happens
Since the packets are reaching the machine but are not reaching factorio's server my quess is that there is a firewall present on the machine that prevents it. Do you happen to know what OS the server is using? Most linux distros use iptables for firewall. You can check by running iptables -L It ...
- Wed Oct 30, 2019 8:49 am
- Forum: Technical Help
- Topic: [0.17.74] Can't connect to remove server, traffic seems to be going through but nothing happens
- Replies: 6
- Views: 2739
Re: [0.17.74] Can't connect to remove server, traffic seems to be going through but nothing happens
Hello folks,
I'm trying to set up a remote server for factorio 0.17.74. I installed the headless server on a dedicated server, and I am using the Steam client. As you can guess, it doesn't connect
I launch the server with this command line :
bin/x64/factorio --start-server saves/test.zip ...
- Mon Oct 21, 2019 5:57 pm
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 18683
Re: 0.17.xx optimizing base for ups
For A* to work the heuristic must never report a distance larger than what it actually is. As long as that remains true A* will find the shortest path. The better the heuristic the faster it finds it usually. A heuristic of H() = min([<distance to each goal>]) fits the requirement. I was too tired ...
- Sat Oct 19, 2019 6:21 pm
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 18683
Re: 0.17.xx optimizing base for ups
For double headed trains you search with A* starting at the destinations. Then you expand the paths from each station backwards till one of them hits the segment the train is in. Why would you need to search twice?
Because the ends are not neccessarily in the same segment. If you have a 100+ car ...
Because the ends are not neccessarily in the same segment. If you have a 100+ car ...
- Mon Oct 14, 2019 4:27 pm
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 18683
Re: 0.17.xx optimizing base for ups
Thanks, once again it shows: A picture says more than a thousand words.
I understand. Pathfinding and especially A* is a subject that is not obvious without visual examples. Also if you google A* stuff the internet is full of misinformation posted by people who do not understand how A* actually ...
- Mon Oct 14, 2019 2:47 pm
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 18683
Re: 0.17.xx optimizing base for ups
A* expands the path where |path| + H() is the cheapest. The heuristic H() must not overestimate the cost to reach the goal. It usually underestimates it relative to the amount of path remaining. Until here you are correct. With many paths of identical cost that means the paths that have been ...
- Sun Oct 13, 2019 12:56 am
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 18683
Re: 0.17.xx optimizing base for ups
If I did say it was using A* in the past and it's not then I was wrong. Regardless of what algorithm it's using I have implemented a few optimizations on top of the code to improve performance so if someone thinks they might have ideas about how to make it even faster I'd love to hear them. In that ...
- Sat Oct 12, 2019 1:55 pm
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 18683
Re: 0.17.xx optimizing base for ups
Also someone should correct the wiki https://wiki.factorio.com/Railway/Train_path_finding . It claims A* is used when it is actually djikstra. And those two are infact different algorithms.
Well, do you have a reliable source for it being djikstra? I cannot find an FFF that says whether it is ...
- Sat Oct 12, 2019 1:25 pm
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 18683
Re: 0.17.xx optimizing base for ups
https://forums.factorio.com/viewtopic.php?t=52635
OHGODS. It's a djikstra. The only thing djikstra has over A* is that it is easier to implement. No wonder big railnetworks with lots of intersections are slow.
If you say so. The only time I've ever seen rail path finding being "slow" is ...