Search found 84 matches

by dinodod
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...
by dinodod
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?
by dinodod
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! :)=
by dinodod
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...
by dinodod
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...
by dinodod
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 ...
by dinodod
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...
by dinodod
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...
by dinodod
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.
by dinodod
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 ...
by dinodod
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?
by dinodod
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...
by dinodod
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....
by dinodod
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...
by dinodod
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...
by dinodod
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)??
by dinodod
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
by dinodod
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 ...
by dinodod
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?
by dinodod
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 ...

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