Search found 38 matches
- 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: 1068
[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 ...
- Fri Mar 11, 2022 4:25 am
- Forum: Ideas and Suggestions
- Topic: Production statistics per surface
- Replies: 13
- Views: 4183
Re: Production statistics per surface
Playing my first SE run-through now; came here to make exactly this suggestion.
- Tue Oct 26, 2021 3:31 pm
- Forum: Releases
- Topic: Version 1.1.43
- Replies: 5
- Views: 10471
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...
- Tue Oct 26, 2021 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Lossy Network Improvements (Multiplayer)
- Replies: 0
- Views: 694
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 ...
- Fri Dec 06, 2019 7:02 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 45001
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...
- Fri Jul 19, 2019 8:18 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 207848
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...
- Tue Jul 16, 2019 8:59 pm
- Forum: Releases
- Topic: Version 0.17.58
- Replies: 53
- Views: 29340
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...
- Thu Apr 18, 2019 7:30 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 36008
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...
- Sat Apr 13, 2019 11:18 pm
- Forum: General discussion
- Topic: Some thoughts on 0.16 -> 0.17
- Replies: 25
- Views: 9275
- Fri Apr 12, 2019 6:38 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 36008
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...
- Thu Mar 07, 2019 11:11 pm
- Forum: General discussion
- Topic: Some thoughts on 0.16 -> 0.17
- Replies: 25
- Views: 9275
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...
- Tue Feb 26, 2019 8:49 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 246018
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...
- Mon Feb 25, 2019 10:15 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 154900
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...
- Fri Oct 26, 2018 8:53 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209407
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...
- Fri Oct 19, 2018 3:18 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 53988
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...
- Sat Sep 15, 2018 4:02 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 115681
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...
- Fri Sep 14, 2018 7:32 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 115681
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...
- Thu Feb 08, 2018 10:25 pm
- Forum: General discussion
- Topic: Using Artillery for exploration
- Replies: 12
- Views: 7056
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 ...
- Wed Jan 10, 2018 11:12 pm
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 50104
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'...
- Wed Jan 10, 2018 10:24 pm
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 50104
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...