Search found 38 matches

by Vxsote
Sat Apr 09, 2022 6:59 pm
Forum: Pending
Topic: [1.1.57] Crash in HeatBufferManager: "Didn't record all update indexes" while building nuclear plant
Replies: 1
Views: 341

[1.1.57] Crash in HeatBufferManager: "Didn't record all update indexes" while building nuclear plant

While playing a game with Space Exploration and related mods, the game crashed while I was building a nuclear plant via copy/paste using a personal roboport in an asteroid field: 4841.986 Error HeatBufferManager.cpp:368: Didn't record all update indexes: 14 != 15. I had previously pasted the ghosts ...
by Vxsote
Fri Mar 11, 2022 4:25 am
Forum: Ideas and Suggestions
Topic: Production statistics per surface
Replies: 13
Views: 1612

Re: Production statistics per surface

Playing my first SE run-through now; came here to make exactly this suggestion.
by Vxsote
Tue Oct 26, 2021 3:31 pm
Forum: Releases
Topic: Version 1.1.43
Replies: 5
Views: 7311

Re: Version 1.1.43

Reduced multiplayer latency on very good connections by up to 66ms(4 ticks). (71901) Changed multiplayer latency calculation to be smoother. This should reduce multiplayer stutter on bad connections. Changed default network send rate from 30 to 60 packets per second and added an option to configure...
by Vxsote
Tue Oct 26, 2021 3:30 pm
Forum: Ideas and Suggestions
Topic: Lossy Network Improvements (Multiplayer)
Replies: 0
Views: 254

Lossy Network Improvements (Multiplayer)

TL;DR Implement forward error correction (FEC) for lossy network connections to improve multiplayer experience. What ? While a small amount of latency is inevitable for games played over the internet, and Factorio generally does a good job in dealing with that, I've played some games with a friend ...
by Vxsote
Fri Dec 06, 2019 7:02 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 29589

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

This is another nice example of "Factorio is not CPU bound, it's memory latency bound". More cores wasn't going to make this faster - because it was never limited by how fast the CPU ran. uhh what? no. more cores weren't going to make this faster, because no N-threaded program will run fa...
by Vxsote
Fri Jul 19, 2019 8:18 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 126427

Re: Friday Facts #304 - Small bugs; Big changes

I'm unsure about the oil changes. I've read (or at least skimmed) most of the posts above, and I think there are some good ideas that might be considered. My first thought was "yay, I always seem to run short on petroleum at some point". But then thinking about that some more, this need fo...
by Vxsote
Tue Jul 16, 2019 8:59 pm
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 22429

Re: Version 0.17.58

I figure now is a decent time to reiterate my desire for the old rail planner or equivalent functionality in terms of obstacle avoidance. Clumsy is better than "can't do that anymore" IMO. I've been busy with some other games recently, but have been dreading the new rail planner and was ho...
by Vxsote
Thu Apr 18, 2019 7:30 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 23972

Re: Friday Facts #290 - Rail building changes & High-res icons

This. And the solution is so simple, have a toggle in the option menu between new behaviour and old behaviour, default is new behaviour, but those of us who want the old behaviour just change one toggle in options and we're happy. While I agree with some of what you quoted, I think your "simpl...
by Vxsote
Sat Apr 13, 2019 11:18 pm
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 6080

Re: Some thoughts on 0.16 -> 0.17

Koub wrote: ↑
Fri Mar 08, 2019 6:32 am
Do you still have a save or autosave of your first map ? the one with biter base on the starting iron patch ?
(sorry for the slow reply) Unfortunately, I do not.
by Vxsote
Fri Apr 12, 2019 6:38 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 23972

Re: Friday Facts #290 - Rail building changes & High-res icons

Like some of others who have posted in the 0.17.29 release thread, I am not thrilled by the loss of the option to plan rails around obstacles. I actually use both modes of the planner depending on what I do or do not want to have blown up. I like that you are constantly trying to make a smoother exp...
by Vxsote
Thu Mar 07, 2019 11:11 pm
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 6080

Re: Some thoughts on 0.16 -> 0.17

I decided to play my first 0.17 game on death world settings, so I've been experiencing a lot more biter aggression than I'm used to. Here are a few points about my experience so far (mostly about balance), for what they are worth: The first map I generated, there was a biter base in the middle of t...
by Vxsote
Tue Feb 26, 2019 8:49 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 221020

Re: Version 0.17.0

Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card. Does that mean i won't be able to play the game anymore? I'm getting "Could not create OpenGL context: Could not create GL context: The operation completed s...
by Vxsote
Mon Feb 25, 2019 10:15 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 113595

Re: Friday Facts #283 - Prepare to Launch

I'm not wanting to take a position one way or another on the debate over locking more stuff behind blue science, but thought this might offer some perspective: http://gamasutra.com/blogs/BradWardell/20160104/262961/Ashes_of_the_Singularity_PREmortem.php tl;dr; summary of that: meaningful choices are...
by Vxsote
Fri Oct 26, 2018 8:53 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 141250

Re: Friday Facts #266 - Cleanup of mechanics

Also, with the hardness, the argument why to remove it completely was, that we still have the mechanism of "mining category". So if a mod wants to lock mining of certain resource to a certain miner, he can just use a mining category that the basic drills not handle. I see the logic in thi...
by Vxsote
Fri Oct 19, 2018 3:18 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 34274

Re: Friday Facts #265 - Nomenclature & Steam networking

Regarding steam networking, I generally think it's great that you are adding capabilities to make things easier for players to connect and play. However, my personal experience with steam networking while playing Space Engineers has been less than great. That game itself has some issues (if you guys...
by Vxsote
Sat Sep 15, 2018 4:02 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 78330

Re: Friday Facts #260 - New fluid system

<lots of snipping> @Vxsote: I did not really mention gravity in the FFF, forgot to. I started my simulator by modelling gravity. Right now it is there, but I might just cut it out as it does not contribute anything useful, except for a bit of realism in edge cases for imo too much computation. Simi...
by Vxsote
Fri Sep 14, 2018 7:32 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 78330

Re: Friday Facts #260 - New fluid system

As a software developer with a degree in aerospace engineering, I do have some understanding of the nature of this problem from both the "make it real" and "make it perform" viewpoints. I tend toward wanting more realism in the simulation, but I also understand the need to have a...
by Vxsote
Thu Feb 08, 2018 10:25 pm
Forum: General discussion
Topic: Using Artillery for exploration
Replies: 12
Views: 5076

Re: Using Artillery for exploration

I am guilty of doing exactly what is shown in the OP's picture. I feel like regular radar needs a range boost now, perhaps something that can be researched. Early game, the current radar is fine. But later, when I'm looking for that next big resource patch, or trying to figure out if building rails ...
by Vxsote
Wed Jan 10, 2018 11:12 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 38672

Re: Version 0.16.16

And I can give you at least one non-intuitive downside to old splitter function. Intuition says that you should be able to send a loaded red belt into a splitter and get two loaded yellow belts out (being that they are half the speed) and have full throughput - but that wasn't how it worked, and I'...
by Vxsote
Wed Jan 10, 2018 10:24 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 38672

Re: Version 0.16.16

0.16 has officially become the release of "remove as many options as possible" for me. You have broken belts, barrels, talked about breaking bots, and now splitters, removing what was a perfectly functional part of the game, only because you believed that it was not a good thing for the g...

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