Search found 16 matches

by jape3
Sun Dec 15, 2019 8:54 am
Forum: Technical Help
Topic: [0.17.79] [Rampant & deathworld] Biters suddenly stopped, no more attack waves
Replies: 7
Views: 248

Re: [0.17.79] [Rampant & deathworld] Biters suddenly stopped, no more attack waves

No idea about the solution, but I basically ran into the same issue with rampant.. a shame since the rampant attack waves were really good at finding weak spots in my defences :)
by jape3
Tue Oct 15, 2019 12:49 pm
Forum: General discussion
Topic: Anyone Ryzen Benchmarks?
Replies: 106
Views: 25511

Re: Anyone Ryzen Benchmarks?

From your "mybase.txt" results we first take the average of the "avg" results. (Performed 1000 updates in 31587.002 ms
avg: 31.587 ms, min: 19.662 ms, max: 1158.872 ms). That comes in at 34.05ms. To get ups from update time per tick we divide 1 / 0.03405 = about 29 UPS.
by jape3
Mon Oct 14, 2019 5:23 pm
Forum: General discussion
Topic: Anyone Ryzen Benchmarks?
Replies: 106
Views: 25511

Re: Anyone Ryzen Benchmarks?

I wanted to try my 3900x with the newly arived 3600 RAM but I cant get the script. Any other way to test with uncapped UPS? If you're running linux, copy that "10k megabase" test map to your saves folder first. Then you can run on terminal (folder /factorio/bin/x64) the following: ./factorio --benc...
by jape3
Mon Oct 07, 2019 6:50 am
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 2280

Re: 0.17.xx optimizing base for ups

Good pointers, thanks for those.. Especially about RAM I already had 3200MHz modules on the shopping cart but might want to go faster. I checked the debug list and the biggest time hog is entity update at about 6.8ms.. Transport lines are about 4ms, does that mean all belts or? Also had a look into ...
by jape3
Sun Oct 06, 2019 8:40 am
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 2280

Re: 0.17.xx optimizing base for ups

Thanks for the pointers, especially I had forgotten about the memory latency being a possible bottleneck too. Something to keep in mind while putting together a new rig that hopefully will not choke on a large base :) Factorio not running smoothly is a perfectly legit reason to upgrade from 4-core h...
by jape3
Sat Oct 05, 2019 1:42 pm
Forum: General discussion
Topic: Bug or Feature: Logistic bots dont deliver some items
Replies: 5
Views: 354

Re: Bug or Feature: Logistic bots dont deliver some items

Had this problem once, it was that at some locations there were too large gaps between roboports. So logistic bots were enroute with the goods, ran out of fuel, closest roboport was the one in the direction they came from, go back there to charge, rinse and repeat.
by jape3
Fri Oct 04, 2019 12:33 pm
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 2280

0.17.xx optimizing base for ups

Recently I've run into slight ups issues with a large-ish base. I'm considering starting a new base, and was wondering what practices should I use to maximize performance? I like to play with belts / inserters + trains for bulk and only use bots for localized deliveries. I've read through a few thre...
by jape3
Sun Apr 15, 2018 12:28 pm
Forum: Logistic Train Network
Topic: How do you deal with leftover materials?
Replies: 13
Views: 3525

Re: How do you deal with leftover materials?

I've setup my depots so, that they will unload any leftover materials still on train cars that arrive there. I've also wired in an alarm, that triggers for any train that arrives with stuff on board. If everything is setup correct it's still possible to get leftovers to the depot if you get a blacko...
by jape3
Mon Mar 19, 2018 11:14 am
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 226304

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

Yesterday evening we continued our multiplayer game with Natural evolution. 8.0.2 worked out of the box without desyncs (continuing existing game), so it looks like the new version fixed the issue. Thanks! :)
by jape3
Fri Mar 16, 2018 9:23 am
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 226304

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

I got an desync error on player join using Natural Evolution suite. When I disabled Natural Evolution Expansion, the error went away. Please check for use of math.random() in odd places in your mod, especially in the data stage! I think the problem is not with the use of random. The problem more li...
by jape3
Thu Feb 15, 2018 11:12 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 226304

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

One part of the problem code seems to be function On_Change_Setup(), which ends up being called on on_configuration_changed(f) event. It looks like copying initial values to game.map_settings.enemy_expansion breaks sync.. We got another desync by trying to join a game that had been running a while a...
by jape3
Tue Feb 13, 2018 7:30 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 226304

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

Hello We are playing a multiplayer game with a few mods. Natural evolution expansion seems to be causing desync problems. The problems always occur after loading an MP save, not during an already running game. Sometimes one of the older autosave slots works, but other times not. Disabling NE expansi...
by jape3
Tue Jan 30, 2018 9:14 pm
Forum: General discussion
Topic: Factorio 0.16.xx on GOG
Replies: 8
Views: 1571

Re: Factorio 0.16.xx on GOG

It's a good thing they won't give steam keys from Factorio site to those who bought the game from GOG.. would be really depressing to see the total playtime on steam.. :)
by jape3
Sat Dec 02, 2017 3:04 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 34519

Re: Friday Facts #219 - Cliffs

This seems like an interesting addition. While you're on it, why not also add water cliffs (water falls), which could be harnessed as hydro electric dams and water reservoirs :)
by jape3
Sun Sep 17, 2017 3:03 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 226304

Re: [MOD 0.15.x] Natural Evolution - All things Alien!

It looks like the hp values can be edited on the lua-files on bob-enemies mod. Going to try that later and see if that makes the challenge just right instead of too hard (for us anyway) :)
by jape3
Sun Sep 17, 2017 8:52 am
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 226304

Re: [MOD 0.15.x] Natural Evolution - All things Alien!

We've been playing a coop multiplayer map that has ended up big. Evolution factor is 0.999. Until now keeping up has been a nice challenge, but with leviathan spitters it seems we no longer have any tools to fight them except nukes. They just have too large HP pool to fight with the maxed out turret...

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