Search found 24 matches
- Fri Nov 27, 2020 4:16 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 420
- Views: 276051
Re: Performance optimization - post your saves
With threading now being touched in 1.1, i sincerely hope it might be helpful to to provide a savegame with lots of surfaces. (space exploration mod) Speed on the server is now down to 24UPS to match the smallest client.. which is a pain. And it doesnt feel activity itself is what's causing the slow...
- Tue Aug 11, 2020 2:06 pm
- Forum: Ideas and Suggestions
- Topic: Cache radar "near" visibility, instead of scan
- Replies: 8
- Views: 2770
Re: Cache radar "near" visibility, instead of scan
Sorry but this doesn't work; the radar may not have enough energy to do the scan at full speed; so just saying "the chunks always stay revealed" doesn't work. At a fundamental level; what you want to do will always be costly - keeping all of some huge area revealed will always have some c...
- Mon Aug 03, 2020 10:40 pm
- Forum: Ideas and Suggestions
- Topic: Cache radar "near" visibility, instead of scan
- Replies: 8
- Views: 2770
Re: Cache radar "near" visibility, instead of scan
The spikes are caused by the scan, but it seems the "near visibility" is very similar to the scan, just fired more often and for every chunk within range. As far as i know you can control the near scan chunk repeat frequency by changing the "energy_per_nearby_scan" *edit: from th...
- Sat Aug 01, 2020 9:51 pm
- Forum: Ideas and Suggestions
- Topic: Cache radar "near" visibility, instead of scan
- Replies: 8
- Views: 2770
Re: Cache radar "near" visibility, instead of scan
You have a source for that ? Its not the biggest drain compared to entity update if your base is small, but its definitely noticeable especially once you want to light up the entire safe zone to make the Blueprint from map system work. If you start to get in the neighborhood of 1000 standard radars...
- Sat Aug 01, 2020 9:49 pm
- Forum: Ideas and Suggestions
- Topic: Allow placement of blueprints in chunks with FOW
- Replies: 10
- Views: 3659
Re: Allow placement of blueprints in chunks with FOW
thats exactly what i tried - https://forums.factorio.com/viewtopic.php?f=6&t=87388 There is a linear UPS cost for each chunk highlighted by radar caused by a repeated quick nearby "scan". So without a fix to radars thats a definete NO on larger maps and the feature only really makes se...
- Sat Aug 01, 2020 12:31 am
- Forum: Ideas and Suggestions
- Topic: Allow placement of blueprints in chunks with FOW
- Replies: 10
- Views: 3659
Allow placement of blueprints in chunks with FOW
TL;DR Don't restrict the placement of BP from the map, as long as chunk has been revealed. What ? Currently placing BP is limited to the area you can see or is revealed by radar, but radar ranges are quite minimal and thus remove the entire point of placing BP on the map. Why ? The new update with ...
- Sat Aug 01, 2020 12:21 am
- Forum: Ideas and Suggestions
- Topic: Cache radar "near" visibility, instead of scan
- Replies: 8
- Views: 2770
Cache radar "near" visibility, instead of scan
TL;DR Remove the performance hit for radar "near" visibility. What ? Right now radars repeatedly "scan" nearby chunks, which has a notable performance impact once your area of visibility grows, especially since radars can overlap a lot if you dont manually place them. So instead...
- Thu Nov 03, 2016 10:00 pm
- Forum: Ideas and Suggestions
- Topic: improve desync logging
- Replies: 4
- Views: 1892
Re: improve desync logging
Ok, well nothing that can be done about that then.. As you already have a time indicator for each script type ( which mod) - you already know whats being executed each time, i was hoping that one could store temp checksums for the last tick only which could be used in the desync report. But like alw...
- Mon Oct 31, 2016 12:19 pm
- Forum: Ideas and Suggestions
- Topic: improve desync logging
- Replies: 4
- Views: 1892
Re: improve desync logging
Disabling and enabling mods, rinse and repeat is the essence of trial and error. And yes i just went through such a ordeal... Desyncs that happen quickly are relatively easy to track once you figure out how to trigger them. But until then, they appear irregulary, and once they start you often need t...
- Thu Oct 27, 2016 9:52 am
- Forum: Ideas and Suggestions
- Topic: improve desync logging
- Replies: 4
- Views: 1892
improve desync logging
Hi there After fighting desyncs ( esssentially hours of trial and error to repeat it and then disable the next mod - until fixed) for quite a while after the 14.15 update i finally found the mod that caused it. Would it be possible to either: 1) improve checksum calcs so you can trace which mod / sc...
- Wed Oct 26, 2016 12:18 pm
- Forum: MoMods
- Topic: (0.15.10) MoWeather 0.4.0
- Replies: 50
- Views: 56408
Re: (0.13.4) MoWeather 0.3.75
Just for info, MoWeather causes desync as soon as weather isn't clear sky anymore.
Im assuming that the weather isnt the same for all players - since i love the mod in SP i really would like to keep it in my MP game as well
Im assuming that the weather isnt the same for all players - since i love the mod in SP i really would like to keep it in my MP game as well
- Wed Oct 26, 2016 9:12 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465618
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!
Please ignore that, it was MuWeather not Natural evolution that was the root cause.
Removing NE just made it last a lot longer before it desynced.
Removing NE just made it last a lot longer before it desynced.
- Tue Oct 25, 2016 12:37 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465618
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!
Keep getting desyncs when i have NE enabled in MP, issue appeared after updating to newest version, and also prevents new games..
does anyone else have the same issues?
Edit:removed link as desync has been resolved
does anyone else have the same issues?
Edit:removed link as desync has been resolved
- Tue Oct 25, 2016 12:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.13] [Oxyd] Mod limit causes inability to connect.
- Replies: 15
- Views: 8289
Re: [0.14.13] [Oxyd] Mod limit causes inability to connect.
After testing 14.15 the behavior definitely is improved.
Though he is now stuck in a desync loop.. error report here:
viewtopic.php?f=209&t=35164
Not sure if there is still a hole in fragmentation or something else.
Though he is now stuck in a desync loop.. error report here:
viewtopic.php?f=209&t=35164
Not sure if there is still a hole in fragmentation or something else.
- Wed Oct 19, 2016 10:29 pm
- Forum: Technical Help
- Topic: [14.12] Dedicated server join issue
- Replies: 4
- Views: 2562
Re: [14.12] Dedicated server join issue
test with 14.14 as it improved the issue - else wait for 14.15 since they added support for application based packet fragmentation.
If you play you will find at some point find that that you cannot continue once that map is large enough ( like we did today )
If you play you will find at some point find that that you cannot continue once that map is large enough ( like we did today )
- Wed Oct 19, 2016 9:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.13] [Oxyd] Mod limit causes inability to connect.
- Replies: 15
- Views: 8289
Re: [0.14.13] [Oxyd] Mod limit causes inability to connect.
With 14.14 the mod limit increased to 64 mods from 50, so definetly a improvement. However we cannot continue our game as the bug also seems to appear during map transfer - making the game looping loading and syncing until timeout ( with messages of "server not responding" popping up const...
- Tue Oct 18, 2016 11:27 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.13] [Oxyd] Mod limit causes inability to connect.
- Replies: 15
- Views: 8289
Re: [0.14.13] [Oxyd] Mod limit causes inability to connect.
He didn't have time to test, but we did schedule a test for tonight.
- Thu Oct 13, 2016 6:16 pm
- Forum: Technical Help
- Topic: [14.12] Dedicated server join issue
- Replies: 4
- Views: 2562
Re: [14.12] Dedicated server join issue
If you are playing with mods, then try without them.
- Sun Oct 09, 2016 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.13] [Oxyd] Mod limit causes inability to connect.
- Replies: 15
- Views: 8289
Re: [0.14.13] [kovarex] Mod limit causes inability to connect.
been tracking deeper into this, and behold - its apparently due to fragmentation being disabled by their ISP. ( which means its actually a larger problem than just a few people ) According to my tests, the usual packet size limit of modern routers is 1472 bytes. But those affected by that setting i ...
- Wed Oct 05, 2016 4:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.13] [Oxyd] Mod limit causes inability to connect.
- Replies: 15
- Views: 8289
Re: [14.12] Mod limit causes inability to connect.
Yeah. we where thinking the same - but we cant be sure since we dont know whats actually happening behind the scenes. A good test might be to use base64 on the modlist if its currently clear text, and see if that affects it much. If it does, and "UDP only" is kept, then adding automatic sp...