Search found 10 matches

by Gymble
Wed May 15, 2019 10:45 am
Forum: Resolved Problems and Bugs
Topic: [0.17.38] One inserter cost 20 UPS
Replies: 6
Views: 1016

Re: [0.17.38] One inserter cost 20 UPS

Right, I did expand my solar array with a 80k+ entity blueprint.
According to your analyse I just tested placing a single belt on the ground and it give me my UPS back.

Glad that this will help you perfect the game even more.
by Gymble
Wed May 15, 2019 9:17 am
Forum: Resolved Problems and Bugs
Topic: [0.17.38] One inserter cost 20 UPS
Replies: 6
Views: 1016

[0.17.38] One inserter cost 20 UPS

Hello On my current game, while deconstructing a (very) small part of the factory, I noticed a strange huge UPS gain. I tracked it down to deconstructing some inserters. In fact even destructing a single one make my UPS jump from 15 to 35. The game is slightly modded but I do not expect any of them ...
by Gymble
Sat Aug 19, 2017 4:58 pm
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 18778

Re: Friday Facts #204 - Another day, another optimisation

Doesn't work if you're actually destroying entities outside their own update call though, because you may end up swapping an entity which acted this cycle with one which has not. Not if you iterate the vector from end to beginning. Some pseudo if you wanted to make particle system: for (p = PCount-...
by Gymble
Fri Aug 18, 2017 8:09 pm
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 18778

Re: Friday Facts #204 - Another day, another optimisation

Having an array of struct with each struct containing a boolean for the active state will be an issue if an entity must be activated and processed within the same update cycle. With a linked list you just move the activated entity from the inactive list to the end of the active one. It takes no time...
by Gymble
Fri Aug 18, 2017 7:20 pm
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 18778

Re: Friday Facts #204 - Another day, another optimisation

Very many entities will be aware ahead of time when they will next need to do work. An assembler doesn't need to do a thing for X ticks until its craft is done. An inserter is doing nothing for Y ticks until its swing is complete. Etc. Even an inserter hovering over a belt can predict to some degre...
by Gymble
Tue Jan 03, 2017 12:28 pm
Forum: Not a bug
Topic: Inconsistent progression in tech tree
Replies: 2
Views: 435

Inconsistent progression in tech tree

With addons bobmods and Angels. I managed to research both "Chemical processing 2" and "Plastics" without having researched "Chemical Plant" no matter the fact that the tree view is showing it as a prerequisite.

See screenshoot as attachement.
techtreebug.png
techtreebug.png (171.51 KiB) Viewed 435 times
by Gymble
Fri Aug 07, 2015 4:20 pm
Forum: Multiplayer
Topic: Which Client is uploading the map?
Replies: 2
Views: 5777

Re: Which Client is uploading the map?

It should be that, or at least I expected it to be. But it's not. We get the same bahviour than the OP. 3 players, 2 with a max of 80KB/s upload, one with 800KB/s. All with the port forwarded. Indeed, the one launching the game is the one with 800KB/s and the first client connecting is downloading f...
by Gymble
Fri May 29, 2015 10:53 pm
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 49398

Re: Friday Facts #88 - Combinators

Yes, this is planned. I should have mentioned this. You will be able to have special signals like "Signal 1", "Signal 2", "Signal 3" ... "Signal Blue", "Signal Green"... "Signal A", "Signal B", "Signal C" ... Having special signal will be great. Have you considered providing custom named signals? I...
by Gymble
Wed Aug 06, 2014 3:10 pm
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 111536

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

It's funny (and very frustrating) to see all of you ending your episode by placing the avatar next to what you where doing so the next one can have a hint on what to do....

... and then the first thing done in the following episode is to go as far away as possible without looking at your feet :D
by Gymble
Tue Jul 29, 2014 11:11 am
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 111536

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Fixing science belt is not really needed at this point.
They still have 2 empty lines between the labs.
Just that in place of the classic red|green/blue|purple we can expect red|purple/green|blue.

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