Search found 84 matches
- Fri Jan 05, 2018 10:10 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 395153
Re: Friday Facts #224 - Bots versus belts
I think logistic bots should occur earlier and not be nerfed, but instead the main map generation should be moved closer to the rail world settings so as to make bots alone infeasible. On the current map settings I do admit they're a little too powerful, but I don't think that's an issue with the b...
- Sat Dec 16, 2017 5:22 pm
- Forum: General discussion
- Topic: .16 belt impèrovement verification
- Replies: 2
- Views: 1545
.16 belt impèrovement verification
How do I test the belt performance in .16? On eh debug screen each belt is still 1 tile and performing collision checks. How are the belts optimized then? It was my understanding the belts were going to be grouped. Did I miss a post?
- Sat Dec 16, 2017 5:18 pm
- Forum: General discussion
- Topic: Xterminator Youtube acc Terminated? Now Restored
- Replies: 12
- Views: 4621
Re: Xterminator Youtube acc Terminated? Now Restored
LOL, he dies way too often by trains and that's a violation of Terms. Suicide is NOT an answer! =
- Tue Nov 21, 2017 12:56 am
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 168519
Re: How-to: Two-way rails
Well I'll give yoU credit for taking the K.I.S.S. (Keep It Simple Simon) statement to the max on this one, however, in a game where you need more resources faster, I feel that most new players will quickly see this as a problem as it literally slows down your trains to a crawl. If you honestly don't...
- Mon Nov 20, 2017 2:06 pm
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 168519
Re: How-to: Two-way rails
In the early beginnings of your rail network, you will probably start with single rail system. But that will only last for so long, You should be BPing at least a dual rail system as you plan your rail system to ensure you can support it when you expand. single rail system is a very short term start...
- Mon Nov 20, 2017 10:38 am
- Forum: Gameplay Help
- Topic: UPS / FPS helper - Power switches
- Replies: 11
- Views: 4969
Re: UPS / FPS helper - Power switches
Anytime you have large sections of your factory inactive, ups will go up (assuming it was below 60 to start with). I don't think it matters whether you used a power switch, or stopped the input or output. Totally inactive entities (because they are input starved or their output is blocked, or they ...
- Mon Nov 20, 2017 10:34 am
- Forum: Gameplay Help
- Topic: UPS / FPS helper - Power switches
- Replies: 11
- Views: 4969
Re: UPS / FPS helper - Power switches
Fully powered entities always have better UPS. You can use power switches to reduce power consumption and pollution, but don't do it for the UPS. Can you explain why not? The idea is to make a mega base and have each factory work in serial instead of in parallel. Thus instead of 50 factories workin...
- Mon Nov 20, 2017 10:28 am
- Forum: Gameplay Help
- Topic: UPS / FPS helper - Power switches
- Replies: 11
- Views: 4969
Re: UPS / FPS helper - Power switches
I once got a dev reply stating powered down inserters stuck mid move take more computing than powered inserters idling (sleeping). So you may want to make sure to add an off delay timer allowing all inserters to run out of items to move before powering them off. Thanks for the tip... That makes red...
- Mon Nov 20, 2017 10:27 am
- Forum: Technical Help
- Topic: Will there be a headless Windows edition for servers?
- Replies: 2
- Views: 1409
Re: Will there be a headless Windows edition for servers?
Yea I found the documentation on it. Would have been nice to have that info when downloading the files instead of having to hunt Google.
- Mon Nov 20, 2017 10:26 am
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 168519
Re: How-to: Two-way rails
You want to show me an example on how you use these rails cause I have a lot of issues with your claim. 1) Which is super amazing as we can skip one assembler. 1 assembler and you're amazed? 2) Saves on signals??? At the very least you still need 2 signals. If adding multilanes, you now have to use ...
- Sat Nov 18, 2017 3:39 pm
- Forum: Technical Help
- Topic: Will there be a headless Windows edition for servers?
- Replies: 2
- Views: 1409
Will there be a headless Windows edition for servers?
So I still see you only have a headless linux distro. Any info when there will be a Windows Headless version?
- Fri Nov 10, 2017 7:02 pm
- Forum: Gameplay Help
- Topic: UPS / FPS helper - Power switches
- Replies: 11
- Views: 4969
UPS / FPS helper - Power switches
Just wanted to know if I were to wire a factory to be smart and power down idle / unneeded factories, would that help improve UPS / FPS at all or would the power outage cause more issues on the server? I am trying to work on a SP map atm where I am using power switches to control which parts of my b...
- Sat Nov 04, 2017 12:44 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 72813
Re: Friday Facts #214 - Concrete rendering
any chance we might expand the floor types like how the mods have done? Asphalt is a nice type for roads and if you could insert the white stripes as well....
- Fri Nov 03, 2017 11:54 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 49173
Re: Friday Facts #215 - Multithreading issues
Interesting cache invalidation effects! Have you (or somebody else) been comparing the performance of factorio on different CPU architectures like Intel i9 7900x, AMD Ryzen 1800X, AMD Threadripper 1950X (with/without NUMA)? I'm asking for a friend who can't decide which CPU to buy. ;) Intel general...
- Fri Nov 03, 2017 11:17 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 49173
Re: Friday Facts #215 - Multithreading issues
Is there any way to optimize how biters affect gameplay in MP? For me and several of my friends, we get lag hits when players go biter hunting. We also have problems from time to time where players go and explore the entire map as much as possible and thus this kills the save file size / MP performa...
- Fri Nov 03, 2017 10:45 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 49173
Re: Friday Facts #215 - Multithreading issues
As a basic programmer, it sorta sounds like how you have functions with private variables and also global variables. Would it be possible to do that with threads? the output from 1 thread goes into some sort of a global variable that all threads can access (read only)??
- Fri Aug 18, 2017 2:51 pm
- Forum: Technical Help
- Topic: Late game bug lag
- Replies: 7
- Views: 3254
Re: Late game bug lag
Long thread discussing it but no answer from devs. I'm gonna presume it's not something that will ever happen.
Multicores are a joke then if no one develops for them
Multicores are a joke then if no one develops for them
- Thu Aug 17, 2017 10:51 pm
- Forum: Technical Help
- Topic: Late game bug lag
- Replies: 7
- Views: 3254
Re: Late game bug lag
so its a CPU limit then? Any chance that you can make the game multithreaded? Intel just released their i-10 capable of a teraflop with like 10 cores. is it that hard to make a game multithreaded? Is there any way to optimize this like disabling updates to those not near a base? It would be so nice ...
- Thu Aug 17, 2017 7:37 pm
- Forum: Technical Help
- Topic: Late game bug lag
- Replies: 7
- Views: 3254
Re: Late game bug lag
Well, When can the devs fix this issue? Not everyone has fiber internet so there needs to be a way to fix this. Also, when downloading large maps, my router drop internet connection, I presume due to UDP flooding? Can this be fixed as well?
- Thu Aug 17, 2017 2:26 pm
- Forum: Technical Help
- Topic: Late game bug lag
- Replies: 7
- Views: 3254
Late game bug lag
In a MP server, late game lags to 5 UPS for me. Granted I have only a 5 mb connection but it mainly happens when people attack biters. I haven't seen any notes on this being fixed. Can someone tell me when this will be improved? Also, is there a script to kill a region of biters so we don't have to ...