Search found 123 matches
- Sat Dec 23, 2017 4:15 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 61088
Re: Friday Facts #222 - Christmas avalanche
So um for keeping requester chests above buffer chests in priority couldn't you just add requester chests to the front of the "unsatisfied" list and add buffers to the end?
- Sat Nov 04, 2017 2:31 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 49181
Re: Friday Facts #215 - Multithreading issues
I thought I ran into the same type of problem (cache-line invalidation) a couple of years ago but it actually turned out to be cache-misses on a handful of triple dereferenced entities and some &** making the branch predictor and speculative execution almost completely irrelevant. Modern process...
- Mon Jun 19, 2017 12:49 am
- Forum: Technical Help
- Topic: Odd lag in MP
- Replies: 7
- Views: 4414
Re: Odd lag in MP
So I've never tried the forced latency hiding. I found it in like the 14.18 patch notes and haven't seen anything about it since. If it does work, it's just going to give the game more time to receive the missing packet data so it's not reeeaaaally a solution to the problem. I used to have college i...
- Sun Jun 18, 2017 4:04 am
- Forum: Technical Help
- Topic: Odd lag in MP
- Replies: 7
- Views: 4414
Re: Odd lag in MP
Alright I loaded up your save and holy crap. 25k drones? Also all of those biters just roaming around the nests are a cause of a few UPS. When I removed all biters or all drones then I could run the game at 60 UPS (I started at 54). The entity update is taking way too long (nearly 100% of frame budg...
- Sun Jun 18, 2017 3:26 am
- Forum: Technical Help
- Topic: Odd lag in MP
- Replies: 7
- Views: 4414
Re: Odd lag in MP
Why would the host always be at 60 FPS/UPS? I am usually at about 40, because it's a big enough factory that it's not going to run at 60/60. I was just asking because it wasn't clear if everyone who hosted ran at about 40 or if it was just you. Sounds like it's a problem for a lot of hosts. This he...
- Sat Jun 17, 2017 3:29 am
- Forum: Technical Help
- Topic: Odd lag in MP
- Replies: 7
- Views: 4414
Re: Odd lag in MP
So this does sound odd but it might be networking related instead of game-code related. Just to clarify: The host never suffers lag. Anyone who hosts never suffers lag. Anyone who connects to any host ALWAYS suffers from ~500ms ping except when the game is running slower than 60 FPS/UPS. (this is th...
- Mon May 01, 2017 10:52 pm
- Forum: Gameplay Help
- Topic: Main bus, a whole belt of processing units?
- Replies: 7
- Views: 5892
Re: Main bus, a whole belt of processing units?
By the time you have processing units you should have a bunch of logistic drones to move things around. I find that they're used so rarely that I just use drones to move them around. If you're going for the achievement where you don't use requestor chests then using drones is a lot more of a manual-...
- Thu Apr 27, 2017 6:38 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Circuit Connection to Nuclear Reactor
- Replies: 10
- Views: 7794
Re: Suggestion: Circuit Connection to Nuclear Reactor
Currently, in order to manage the reactor efficiently, I would have to setup a timer using the circuit network in order to prevent feeding additional fuel to the reactor and to determine when it is time to feed the reactor with more fuel. If my (unverified) calculations are correct, a reactor requi...
- Wed Apr 26, 2017 4:58 am
- Forum: Technical Help
- Topic: Waste of disk space
- Replies: 2
- Views: 1506
Re: Waste of disk space
It's very common for some kind of symbol table to be included in modern games, especially beta games.
I'm sure the modding community really appreciates the inclusion of a pdb.
I'm sure the modding community really appreciates the inclusion of a pdb.
- Wed Apr 26, 2017 4:34 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: Circuit Connection to Nuclear Reactor
- Replies: 10
- Views: 7794
Suggestion: Circuit Connection to Nuclear Reactor
Suggestion:
Allow a circuit-network connection to the new nuclear reactor to read temperature.
Reason:
I'm finding it very hard to automate efficient fuel usage when running off of multiple forms of power.
Allow a circuit-network connection to the new nuclear reactor to read temperature.
Reason:
I'm finding it very hard to automate efficient fuel usage when running off of multiple forms of power.
- Sat Mar 18, 2017 11:02 pm
- Forum: News
- Topic: Friday Facts #182 - Optimizations, always more optimizations
- Replies: 94
- Views: 46292
Re: Friday Facts #182 - Optimizations, always more optimizations
Short and interesting. Just the way I like it.
- Tue Dec 27, 2016 1:18 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 82265
Re: Friday Facts #168 - Nightvision Nightmare
Fixed.mophydeen wrote:Heat vision would not work because bitters are cold blooded killers.
- Fri Dec 23, 2016 4:36 am
- Forum: Technical Help
- Topic: Help Request - How to reduce lag in multiplayer games 13.x
- Replies: 5
- Views: 3154
Re: Help Request - How to reduce lag in multiplayer games 13.x
Since this is one of the top posts on google: Try UPS-up mod . It made Farlands mod (which is ridiculously laggy with a large base) playable for me and my friend. I don't think a mod would help AT ALL unless one player isn't keeping up with the server. In 0.13, the server slows down to match the sl...
- Fri Dec 23, 2016 4:32 am
- Forum: Technical Help
- Topic: Help Request - How to reduce lag in multiplayer games 13.x
- Replies: 5
- Views: 3154
Re: Help Request - How to reduce lag in multiplayer games 13.x
Check the ping to every player and uncheck the "Peer to Peer" option when you host the server (only uncheck if the server has a good network connection). Set the ping slider to about 40ms above the largest ping you checked earlier. Better tips depend on how many people and general network ...
- Wed Dec 21, 2016 8:19 pm
- Forum: General discussion
- Topic: Active Robots
- Replies: 14
- Views: 7764
Re: Active Robots
Why does the game deploy only so few robots per second? That seems to make no sense. The simple answer is that dispatching a bot takes a lot of steps. I'd like to know the real answer too but I like to know everything. We don't have enough information (debug timings) to claim that this is a large o...
- Wed Dec 21, 2016 12:08 am
- Forum: General discussion
- Topic: Active Robots
- Replies: 14
- Views: 7764
Re: Active Robots
I think you're overcomplicating this. It would take ~16.7 seconds to release all 1,000 bots (1000 / 60). After 10 seconds, bots start returning ready for a new job, if each takes exactly 10 seconds they will return at exactly the rate they are being dispatched so the process is perpetual and the ON...
- Tue Dec 20, 2016 6:09 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 82265
Re: Friday Facts #168 - Nightvision Nightmare
This effect is fairly easily implemented via a shader provided there's a lightmap already in GPU memory. I'm not a GLSL expert so here's a Python version (assuming intensity is the lightmap and maxes at 255). This should be pretty easy to do with a fragment shader. for x,y in screen: r,g,b = pre_li...
- Tue Dec 20, 2016 5:59 am
- Forum: General discussion
- Topic: how to sign up for 0.15 beta.
- Replies: 12
- Views: 8557
Re: how to sign up for 0.15 beta.
how do we do this? i am ready and willing to test all of this early. when and how can we sign up for it? You can opt-in to our experimental releases through the options -> other -> enable experimental updates, Or through steams beta options by right-clicking factorio -> betas -> experimental 0.15 I...
- Sun Dec 18, 2016 4:35 am
- Forum: General discussion
- Topic: Active Robots
- Replies: 14
- Views: 7764
Re: Active Robots
Your numbers in the other topic don't add up for me. You use 5000 / 60 * 10 to calculate 60 bots dispatched per tick taking 10 seconds per task for 5,000 tasks, but that's incorrect. That calculation is for if you had 60 bots in your network and they were all dispatched instantly. The actual calcul...
- Sun Dec 11, 2016 12:13 am
- Forum: Technical Help
- Topic: Won't load
- Replies: 4
- Views: 2706
Re: Won't load
Post the log file contents so we can help you. Log file should be %appdata%\AppData\Roaming\Factorio\factorio-current.logthemarcus881 wrote:My game wont load to start menu, it takes ages and i just got the game on steam, i have tried the launch options, its only on my laptop it dosent work