Search found 27 matches

by jape3
Mon Feb 21, 2022 11:42 am
Forum: Gameplay Help
Topic: Modded game - accessing blueprinting tools
Replies: 2
Views: 1202

Re: Modded game - accessing blueprinting tools

Thanks, this fixed it.
by jape3
Mon Feb 21, 2022 9:19 am
Forum: Gameplay Help
Topic: Modded game - accessing blueprinting tools
Replies: 2
Views: 1202

Modded game - accessing blueprinting tools

New PC, loaded up an existing modded save. This mod (Industrial revolution 2) I guess uses different names for the tech that enables construction bots. Problem is, that I cannot enable the blueprinting tools on the quick bar, because to enable them it says I need to unlock roboports first(blueprint,...
by jape3
Tue May 11, 2021 8:08 pm
Forum: Gameplay Help
Topic: Red train signal set by circuit only has 1000 penalty?
Replies: 10
Views: 3718

Re: Red train signal set by circuit only has 1000 penalty?

Was wondering why trains were avoiding an intersection where I built a circuit-network optimized traffic lights.. no wonder if there is a penalty like this :)
by jape3
Fri Feb 05, 2021 4:42 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 184146

Re: Friday Facts #365 - Future plans

The expansion plan sounds great! One thing I've been quietly dreaming about is a multi-threaded game engine for games that play on multiple surfaces - like is the case on space exploration. That would finally justify buying a threadripper :D Thinking back, Factorio is likely the game that I've playe...
by jape3
Mon Jan 18, 2021 5:34 pm
Forum: Gameplay Help
Topic: Construction bots lagging
Replies: 6
Views: 5082

Re: Construction bots lagging

As a closure to this, the problem indeed was the bot scheduler.. I had a few thousands of ghost blueprints due to lacking accumulators and that ground the scheduler to a halt. Bots are back to working snappy after fixing the supply issue. On a related note, it would be helpful if the alarm message d...
by jape3
Sun Jan 03, 2021 1:04 pm
Forum: Gameplay Help
Topic: Construction bots lagging
Replies: 6
Views: 5082

Re: Construction bots lagging

The normal mitigation is to not have one large logistic network. Thanks for the input. What you write makes sense, since often times after placing a big build order and you walk over there after a bit the personal bots will still rush to place stuff. Do you know if the task scheduler is ran once fo...
by jape3
Sun Jan 03, 2021 9:33 am
Forum: Gameplay Help
Topic: Construction bots lagging
Replies: 6
Views: 5082

Construction bots lagging

With the latest game we've run into a problem with construction bots. The big map is basically covered with roboport grid and is a single robot network. About 30k idle construction bots at this time. Last time playing I placed a few dozen solar panel / accumulator grid blueprints, inside the existin...
by jape3
Sun Dec 06, 2020 3:31 pm
Forum: General discussion
Topic: CPU performance benchmarks
Replies: 169
Views: 95560

Re: CPU performance benchmarks

Just tested the performance difference between 1.0 and 1.15. On my current train / belt / monster heavy death world map the update time went down from 10.2ms to about 8.2ms.. so a pretty nice performance boost :)

System spec: AMD Ryzen 7 3700X, 32GB of 3600MHz DDR4
by jape3
Sat Sep 26, 2020 7:37 am
Forum: General discussion
Topic: Science Pack Names
Replies: 13
Views: 5903

Re: Science Pack Names

5thHorseman wrote: ↑Sat Dec 28, 2019 8:59 am Voted "depends"
Red, Green, Military, Blue, Yellow, Purple, Space.

I know that Military is black and Space is white, but I neither know nor care the names or uses of any of the colors.
Same here with the first part but we've called them potions since forever :)
by jape3
Tue Aug 11, 2020 9:53 am
Forum: General discussion
Topic: Blueprint Library Feedback
Replies: 42
Views: 15418

Re: Blueprint Library Feedback

while im at it, why must i press Enter TWICE now to set a logistic setting? ie. i want 300 items, Enter, sigh, YES 300 items! Enter. this isnt a step in the right direction guys, come on geez This is probably my biggest gripe with the current system! Old system had it downfalls too but the new syst...
by jape3
Sat Jul 04, 2020 1:56 pm
Forum: General discussion
Topic: CPU performance benchmarks
Replies: 169
Views: 95560

Re: Anyone Ryzen Benchmarks?

Just tried on the ryzen 3700x / 32GB 3600MHz ram, factorio versio 18.34. Got an average of 86.7UPS on 5 runs ./factorio --benchmark "stevetrovs_10K_mega_belt_base.zip" --benchmark-ticks 1000 --disable-audio --mod-directory /dev/null --benchmark-runs 5 52.028 Loading map /home/janne/factori...
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: 3584

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: CPU performance benchmarks
Replies: 169
Views: 95560

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: CPU performance benchmarks
Replies: 169
Views: 95560

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: ./facto...
by jape3
Mon Oct 07, 2019 6:50 am
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 17391

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: 17391

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: 2463

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: 17391

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: 10652

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 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 466069

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! :)

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