Search found 45 matches

by Ormy
Mon Oct 04, 2021 3:02 pm
Forum: Releases
Topic: Version 1.1.41
Replies: 10
Views: 12583

Re: Version 1.1.41

Hmm ... such large impact on saving time is strange though. We tried to optimize it a lot, a got it to additing just 50% time to tile saving, which often accounts for 10% of the saving time (so the tile validation would increase total saving time by just 5%) Anyhow, the corruption is a once in many...
by Ormy
Sun Oct 03, 2021 6:20 am
Forum: Releases
Topic: Version 1.1.41
Replies: 10
Views: 12583

Re: Version 1.1.41

I just updated factorio from 1.1.39 to 1.1.41. Straight away I've noticed that saving/autosaving is taking a lot longer most of the time. On my gigabase (heavily modded) the autosave used to take around 2-3 seconds. Since updating the autosave time is not only longer but very inconsistent. Usually ...
by Ormy
Sat Oct 02, 2021 9:13 am
Forum: Releases
Topic: Version 1.1.41
Replies: 10
Views: 12583

Re: Version 1.1.41

I just updated factorio from 1.1.39 to 1.1.41. Straight away I've noticed that saving/autosaving is taking a lot longer most of the time. On my gigabase (heavily modded) the autosave used to take around 2-3 seconds. Since updating the autosave time is not only longer but very inconsistent. Usually t...
by Ormy
Tue Mar 23, 2021 4:07 pm
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5687

Re: Extreme modded mining drills, still hurting UPS

I've posted a bug report about that years ago but it was never changed. As far as i understand the precise behavior is not "one craft per tick" but "reduce progress by 100% if it was over 100% and then produce one recipe output". Thus for machines "faster than possible"...
by Ormy
Mon Mar 22, 2021 5:53 pm
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5687

Re: Extreme modded mining drills, still hurting UPS

Dunno what the recipe duration there is, but as far as i know assemblers can only craft one recipe cycle per tick? I edited that part of my post, turns out the 'ore amount' setting doesn't quite behave linearly as I'd expect. With it set to 1, recipe time is 7sec give or take, with it set to 100 re...
by Ormy
Mon Mar 22, 2021 4:46 pm
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5687

Re: Extreme modded mining drills, still hurting UPS

Deep Quarry is hopelessly outdated by now. I rewrote the entire thing for percentage based recipes with 0.15: https://mods.factorio.com/mod/DeepMine Aha! Factorio modding community to the rescue once again! I downloaded the DeepMine mod. Straight away I'm loving the random resource production, I'm ...
by Ormy
Sat Mar 20, 2021 11:10 pm
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5687

Re: Extreme modded mining drills, still hurting UPS

I think it just might be limits of the engine for the time they take. Yes this is what I suspected myself but I feel much better now I have some second opinions. I am trying it out with infinite chests instead of mining drills and it seems to be working in terms of fixing the UPS hit. The only thin...
by Ormy
Sat Mar 20, 2021 10:27 pm
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5687

Re: Extreme modded mining drills, still hurting UPS

For these reasons the savefile might not be much use but I have attached it anyway. If you wanted to replicate these circumstances it might be easier to just go into sandbox mode with the omega drills mod and slap down a few dozen of them. doesn't work for me, i have more than 400 drills using less...
by Ormy
Sat Mar 20, 2021 10:03 am
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5687

Re: Extreme modded mining drills, still hurting UPS

But the issue appears to be the ore or interactions with the ore field, not the number of drills. Yes that's exactly my point. Which reminds me - Ormy are you outputting to belts or to something with an inventory, like a chest? Might be worth playing with that to see if it makes a difference - Mini...
by Ormy
Sat Mar 20, 2021 1:37 am
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5687

Re: Extreme modded mining drills, still hurting UPS

If you care about the production statistics, how about assemblers that "produce" ore for free? ... Makes me want to see an actual measurement of the efficiency of infinity chests though. I don't care about the production statistics for the ore (I can still see a correct consumption statis...
by Ormy
Sat Mar 20, 2021 1:24 am
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5687

Re: Extreme modded mining drills, still hurting UPS

Trific wrote: ↑
Fri Mar 19, 2021 10:06 pm
I have 1800 vanilla drills and all together they are 0.2 to 0.3 ms. Perhaps the issue is the modding?
How much ore are you producing per minute though according to the production graph?
by Ormy
Fri Mar 19, 2021 9:11 pm
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5687

Re: Extreme modded mining drills, still hurting UPS

At a thought, I wonder if all the time is spent because every drill needs to iterate over the ore patch every time it ticks. Before it mines, it needs to go through all the resource spots it touches and figure out which one to work on (so it can determine if it needs fluid prior to starting). Once ...
by Ormy
Fri Mar 19, 2021 8:43 pm
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5687

Extreme modded mining drills, still hurting UPS

I'm building a gigabase just to push the game to its limits, see what breaks when numbers get huge. Long story short I'm using many cheats (stack size multiplier, bot carry capacity, production modules for rail, infinite ore patches etc) and the console to place ore patches. When UPS becomes a probl...
by Ormy
Fri Mar 19, 2021 8:09 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 10k SPM bot-free train-heavy modular base
Replies: 8
Views: 20859

Re: 10k SPM bot-free train-heavy modular base

Loving this, similar to my gigabase I've been working on since late 2019. I too use a modular/cell oriented base inspired by the same video you linked to. However I am using bots for transport within each cell rather than belts, each cell is its own contained logistic network, bots never cross betwe...
by Ormy
Tue Feb 16, 2021 8:55 pm
Forum: Technical Help
Topic: Annoying UI inconsistency
Replies: 3
Views: 1218

Re: Annoying UI inconsistency

I can't reproduce what you say, return closes and confirms both dialogs for me. Are you playing on the latest version of the game? The behaviour you describe may have been fixed with the fix for https://forums.factorio.com/95845. You're right, I was running 1.1.14, fixed in latest version. I did a ...
by Ormy
Tue Feb 16, 2021 6:23 pm
Forum: Technical Help
Topic: Annoying UI inconsistency
Replies: 3
Views: 1218

Annoying UI inconsistency

Preface: I wasn't sure whether to put this thread in bug reports or in ideas & suggestions, so I gave up and put it here, can a mod please move it to wherever you think best. There is a UI inconsistency that has been bothering me for a while, the steps to show it are quite simple. Place a consta...
by Ormy
Sat Aug 22, 2020 12:00 pm
Forum: Mods
Topic: [0.14+] Infinizoom - zoom without limits
Replies: 12
Views: 18174

Re: [0.14+] Infinizoom - zoom without limits

I just updated to the latest version of this. After binding infinizoom in/out to mousewheel up/down and setting the normal zoom in/out to unbound, everything seems to be working great. Other scroll wheel functions (that I know about and use) are fine, zooming works great in normal view and map view....
by Ormy
Tue Dec 10, 2019 10:59 am
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45219

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

Holy crap, what a FFF! It's like you guys read my mind and got to all of the things I could have hoped for all in one week! :D If I could just ask one more tiny thing. With the sound redesign, could the "listener" be changed to the engineer instead of the camera? I spend so much of my tim...
by Ormy
Thu Dec 05, 2019 4:03 pm
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 24429

Re: Friday Facts #323 - Animated water

If you're looking for a super-efficient animation technique, you could consider colour cycling. This one's a bit of an intro: The Lost Art of Color Cycling (Youtube) This one is by far one of my favourite talks about early animation techniques: A GDC talk by Mark Ferrari, an expert artist who emplo...

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