Search found 100 matches
- Fri Jan 26, 2024 5:11 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 24606
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Everything here looks great, except the outright removal of train stop skipping. This, and the previous train FFFs have given me the impression that there is a push for a One True Way™️ to play with trains: the megabase style with many same-named train stops. The more casual kind of train gameplay,...
- Fri Dec 08, 2023 5:36 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 32918
Re: Friday Facts #388 - Smaller things for 2.0
So you're planning to abandon the support of the game in 2 million years?
I'm outraged!
I'm outraged!
- Thu Sep 14, 2023 10:15 pm
- Forum: General discussion
- Topic: Combat system far too fast?
- Replies: 47
- Views: 22601
Re: Combat system far too fast?
You don't have to scroll manually. Just click directly on the warning sign and it should jump right in the action where hopefully your turrets are murdering helpless natives. But yeah, once you have an effective defensive system, even behemots are dispatched easily. You could always use a less effic...
- Sun Sep 10, 2023 10:15 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 438
- Views: 219558
Re: Parrallel processing in games & applications
At this point, we should just say "rewrite Factorio in ASM". C++ is already highly performant, unless the devs want to use C, ASM is the only option. mov eax, ebx int 0x80 push eax add eax, ecx pop eax ...etc. For Factorio to emerge, there would have to be hundreds of thousands of ASM ins...
- Sun Sep 10, 2023 9:33 pm
- Forum: Gameplay Help
- Topic: Balancer 13 to 5
- Replies: 12
- Views: 2166
Re: Balancer 13 to 5
Hm, what is even your use case where you need a 13 to 5 balancer? In general, balancers should be used only in specific cases. In many cases they are not necessary or even hurtful. Examples where you need balancers is offloading from a train with several cars, so that each car is emptied equally. Bu...
- Sun Sep 03, 2023 12:08 pm
- Forum: Ideas and Suggestions
- Topic: Possibly suppoert for SMT technology and NUMA
- Replies: 13
- Views: 1855
Re: Possibly suppoert for SMT technology and NUMA
I do know this game is DRAM dependent, so I am wondering if I populate all 16 DDR3-1866 slots, will that give any performance increase? It is 8-channel memory supported. Theoretically yes. It also uses NUMA. Will Factorio benefit from that feature also? I had to look up what NUMA actually means, an...
- Fri Sep 01, 2023 5:37 pm
- Forum: Ideas and Suggestions
- Topic: Increasing Parallezation by Adapted Thread Structure
- Replies: 1
- Views: 454
Increasing Parallezation by Adapted Thread Structure
TL;DR A possible change in the multi core architecture of the game could give more options to utilize different cores. What ? One important caveat: I don't actually know the actual SW architecture and its overall multi core approach of Factorio. I just assume based on dev messages that it looks lik...
- Sat Aug 26, 2023 7:43 pm
- Forum: Gameplay Help
- Topic: I need a circuit that counts and prevents inserters from inserting
- Replies: 8
- Views: 1578
Re: I need a circuit that counts and prevents inserters from inserting
If you're searching for efficient Kovarex designs, there are lots of in this forum in the subforum for "Show your creations". My personal, optimized layout looks like this: https://www.imgbly.com/ib/YjDSpqmNzT.jpg It loads up automatically with 80 U-235 (40 currently processed, 40 in for t...
- Fri Aug 25, 2023 4:30 pm
- Forum: Gameplay Help
- Topic: Binary Decoder
- Replies: 5
- Views: 2564
Re: Binary Decoder
Hm, what exactly do you want to achieve? Which problem do you want to solve? In general: To set a single bit in a signal, you have to do a bitwise OR with the appropriate number (meaning 1,2,4,8,etc. - it has to be 2^n) To check if a bit is set, you have to do a bitwise AND with that number. StilI i...
- Thu Aug 17, 2023 10:50 pm
- Forum: Gameplay Help
- Topic: Question for train station balancing
- Replies: 18
- Views: 3639
Re: Question for train station balancing
Obviously the train network must be able to handle these amount of trains. But if you have fast enough trains by using nuclear fuel a rail network has a very large capacity, and trains are able to cross junctions quickly, which are the places where you might cause congestions. In earlier game phases...
- Thu Aug 17, 2023 4:45 pm
- Forum: Gameplay Help
- Topic: Question for train station balancing
- Replies: 18
- Views: 3639
Re: Question for train station balancing
Hm, how does your station layout looks like? In my experience, since the introduction of train limits you don't need any circuitry at all to distribute incoming trains to your unloading stations. As long as you use enough trains. For example - I set the train limit for all unloading stations in my s...
- Wed Aug 16, 2023 6:57 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1645
- Views: 563033
Re: Simple Questions and Short Answers
You have the loaders the wrong way. If you thoroughly inspect a single loader, you notice a tiny part of a belt at one side. This side must connect to your belt. Place the loader accordingly, then use "R" to reverse the direction of the loader if necessary. Ah, I rotated them before placi...
- Wed Aug 16, 2023 5:41 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1645
- Views: 563033
Re: Simple Questions and Short Answers
Loaders can be used to unload a box (machine, chest, cargo wagon if enabled, etc.) or to load it. Usually you place it and they default to the belt moving out (it is trying to unload). Mousing over it and pressing R should “rotate” its belt so it is loading instead of unloading. That said, I don’t ...
- Wed Aug 16, 2023 3:45 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1645
- Views: 563033
Re: Simple Questions and Short Answers
In creative mode you can add infinity chests and those loaders via the console.
I think there's also a counter part to the loader which puts a full belt into a chest - but how it is called so I can create it via console command?
I think there's also a counter part to the loader which puts a full belt into a chest - but how it is called so I can create it via console command?
- Tue Aug 15, 2023 4:24 pm
- Forum: Railway Setups
- Topic: ROUNDABOUT without blocking turn right
- Replies: 8
- Views: 3503
Re: ROUNDABOUT without blocking turn right
Hm, I wonder if the straight lines even add anything useful to the junction. For me they make it just more complicated. My roundabout solution looks like that: https://i.postimg.cc/7ZsLnr6K/roundabout.jpg It allows either four trains to turn right, two trains from opposite directions to pass or one ...
- Tue Aug 15, 2023 3:51 pm
- Forum: Gameplay Help
- Topic: I don't understand signaling system in Factorio
- Replies: 4
- Views: 1110
Re: I don't understand signaling system in Factorio
Even if the original person might have given up - for stations like that there's a simple pattern which works: https://i.postimg.cc/gkZGCLgb/station.jpg For each rail in the stacker a normal signal at the beginning, a chain signal at the end. If you want to add signals on the rail connecting the sta...
- Mon Aug 14, 2023 10:40 pm
- Forum: Gameplay Help
- Topic: Is nuclear power really bad for megabases?
- Replies: 38
- Views: 17962
Re: Is nuclear power really bad for megabases?
My first megabase was a 1k SPM base without any regards to UPS, and used nuclear power. I still managed to achieve 60 UPS. My next megabase was a 2k SPM base, but there I applied at least some optimizations. I still used a nuclear power plant, just bigger. Still I managed to achieve 60 UPS. For a 2....
- Mon Aug 14, 2023 6:11 pm
- Forum: General discussion
- Topic: Weapon balance (Tank and stuff)
- Replies: 8
- Views: 1734
Re: Weapon balance (Tank and stuff)
Hm, I like the tank as midgame clearing vehicle. Most importantly - because you can combine it with power armor. Equip a powerarmor full of laser defenses without shields and exosceletons, and you get the mobility and protection of the tank and the fire power of your lasers and that of the tank weap...
- Sun Jan 23, 2022 8:41 pm
- Forum: Gameplay Help
- Topic: General Purpose Train Lines for a Megabase
- Replies: 4
- Views: 2388
Re: General Purpose Train Lines for a Megabase
Thanks for your ideas, they were very helpful. :) The rerouting while on travel should be not such a big issue as long as my train network is robust enough I think. Trains should only wait for longer time in stackers close to their actual target station. Or would trains parked in stackers already se...
- Thu Jan 20, 2022 6:07 pm
- Forum: Gameplay Help
- Topic: Our 200-hours-base is overrunned - any ideas?
- Replies: 21
- Views: 8786
Re: Our 200-hours-base is overrunned - any ideas?
As corners are natural weakpoints you might just avoid having them by exploiting lakes. Build straight walls between lakes! Also, if you have a lake you can use landfill to extend your turrets slightly into the lake so that any attack wave coming from the shore of the lake gets under fire from all s...