Search found 123 matches
- Sat Dec 10, 2016 7:18 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73360
Re: Friday Facts #168 - Nightvision Nightmare
https://forums.factorio.com/download/file.php?id=19223 This effect is fairly easily implemented via a shader provided there's a lightmap already in GPU memory. I'm not a GLSL expert so here's a Python version (assuming intensity is the lightmap and maxes at 255). This should be pretty easy to do wi...
- Fri Dec 09, 2016 9:01 pm
- Forum: General discussion
- Topic: Active Robots
- Replies: 14
- Views: 6831
Re: Active Robots
viewtopic.php?p=193621#p193621 Oh would you look at that. It's the thread where I brought up math numbers which show the dispatch logic doesn't remotely optimally use bots. Instead of dispatching a maximum number of bots, I feel like it would be better to time the bot-dispatch code and try to make ...
- Tue Dec 06, 2016 3:09 am
- Forum: Technical Help
- Topic: Save Speed? Whats the actual limiting factor?
- Replies: 8
- Views: 3600
Re: Save Speed? Whats the actual limiting factor?
I give up hope.... I LOL'd at this and everyone at work gave me a weird face. Update your BIOS if it has an update. The M.2 firmware on the board may not support your model of device (happened to my Samsung 950 NVMe) so it's falling back to the previous working settings. Also, your 4k will never be...
- Sat Dec 03, 2016 9:57 am
- Forum: Not a bug
- Topic: [0.14.19] Side-loading issue (only after underground belt?)
- Replies: 10
- Views: 7074
Re: [0.14.19] Side-loading issue (only after underground belt?)
So many people make "bug reports" about game features working as they're programmed to work and it gets old. This one in particular has been "reported" a few times and typing out the full reason about how entities go inactive and active and such is tiring :P Hey Rseding, Just a ...
- Sat Dec 03, 2016 9:11 am
- Forum: Technical Help
- Topic: Factorio on new raspberry PI running Centos
- Replies: 9
- Views: 4209
Re: Factorio on new raspberry PI running Centos
There's still no ARM build (and there probably can't be).Jestem wrote:I am talking about running it as headless server only, no graphics.
- Sat Dec 03, 2016 5:43 am
- Forum: Technical Help
- Topic: Save Speed? Whats the actual limiting factor?
- Replies: 8
- Views: 3600
Re: Save Speed? Whats the actual limiting factor?
Actually your memory is pretty fast and DDR4 has double the bandwidth of the more common DDR3. The real latency is going to come from the number of pointer indirections that the game code has to do along with how the compression probably can't be parallelized. It's mostly about how the conceptual ob...
- Sat Dec 03, 2016 5:32 am
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 56938
Re: Friday Facts #167 - Reactors Operational
I'm really for having the reactor being a 6x6 building. I also like the tmp artwork. Thinking of making a mod that generates artwork like that if it would increase performance of mega bases.
The picture on the first page makes it seem like the designs could quickly become a lot more complex.
The picture on the first page makes it seem like the designs could quickly become a lot more complex.
- Sat Nov 19, 2016 7:38 am
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 44794
Re: Friday Facts #165 - Death by a thousand cuts
Super psyched about the performance improvements. When you do profiling, do you run at unlimited UPS or does the game still max at 60? It might be useful to disable v-sync and run at unlimited UPS. CPU time percentages should be about the same but it would take much less real time to simulate the sa...
- Thu Nov 17, 2016 11:47 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 243542
Re: Performance optimization - post your saves
@ Rseding, Just a thought, What if you grab a slower pc for testing? :P Then the bottleneck becomes better noticable? Shoot just virtualize a linux and a windows image and then you can play with different hardware sets without buying anything new. VMWare Player is my favorite free hypervisor with K...
- Wed Nov 16, 2016 3:08 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 243542
Re: Performance optimization - post your saves
Hey Rsedsing you probably saw it but here's a massive save that has some lag because if the trains.
viewtopic.php?f=49&t=35519
You have to turn on the copper ore and iron ore unloading via the circuit network at the train stations on right and top of the base.
viewtopic.php?f=49&t=35519
You have to turn on the copper ore and iron ore unloading via the circuit network at the train stations on right and top of the base.
- Mon Nov 14, 2016 10:40 pm
- Forum: Technical Help
- Topic: No more 32 Bit Multiplayer?
- Replies: 19
- Views: 15586
Re: No more 32 Bit Multiplayer?
If you are just unsure if your computer will support 64bit then just post your system stats here and we can help you out. Depending on your operating system/specs, it might be as simple as going to microsoft support and doing a free exchange of your 32bit key to a 64bit key and then doing a windows ...
- Sun Nov 06, 2016 7:35 pm
- Forum: Technical Help
- Topic: [0.14-exp] Multiplayer lag even with low latency
- Replies: 4
- Views: 1818
Re: [0.14-exp] Multiplayer lag even with low latency
There was mention of trying to enforce a minimum latency in the server config file. I don't know if you can set a minimum buffer size from the game UI though.
- Tue Nov 01, 2016 6:51 pm
- Forum: Technical Help
- Topic: Desyncing between host and client without d/c 14.7
- Replies: 5
- Views: 3385
Re: Desyncing between host and client without d/c 14.7
Turning the base on. Petroleum isn't finished yet but the iron and copper products can be made.
- Tue Nov 01, 2016 6:29 pm
- Forum: Technical Help
- Topic: Desyncing between host and client without d/c 14.7
- Replies: 5
- Views: 3385
Re: Desyncing between host and client without d/c 14.7
Thanks Reseding. That makes sense. Here's the debug timings. I have yet to find the massive amount of entities that need updating. Most of the furnaces don't have any ore, there are very few robots in use, and most of the miners are inactive. Could the number of beacons be the cause of the bottlenec...
- Mon Oct 31, 2016 3:33 pm
- Forum: Technical Help
- Topic: Desyncing between host and client without d/c 14.7
- Replies: 5
- Views: 3385
Re: Desyncing between host and client without d/c 14.7
The hardest part of pathfinding AI is when a decision has to be made; "does the train turn here or here or here or ...". I'm downloading the save and I'll check it out tonight (I love looking at megabases) but for immediate improvement you can have less signals and less junctions. Also, qu...
- Mon Oct 31, 2016 3:29 pm
- Forum: General discussion
- Topic: Is .14 more buggy than .13?
- Replies: 3
- Views: 1446
Re: Is .14 more buggy than .13?
0.13 is officially considered stable but 0.14 is stable enough to have several playthroughs with only very edge case downsides. I recommend updating to 0.14 because it has so many "nice" features. It also runs a lot faster for me. You can always make a backup of your save and reinstall 0.1...
- Tue Oct 25, 2016 10:00 pm
- Forum: General discussion
- Topic: Information on why things are failing!
- Replies: 10
- Views: 7686
Re: Information on why things are failing!
Good thing I run a huge DNS cache on my Unraid hypervisor.
It's only accessible over localhost so I'm not part of the source IP spoof attacks that were happening.
It's only accessible over localhost so I'm not part of the source IP spoof attacks that were happening.
- Tue Oct 25, 2016 9:57 pm
- Forum: Releases
- Topic: Version 0.14.16
- Replies: 11
- Views: 13862
Re: Version 0.14.16
Not sure but I think the orange inserters aren't working properly. They won't grab from either side of a conveyor unless it's clogged they waft in the general direction of items and very rarely pick them up. I don't think this was the case in 14.14 when I started (not played in a long time previous...
- Thu Oct 20, 2016 3:11 am
- Forum: Ideas and Suggestions
- Topic: Requesting Drones
- Replies: 2
- Views: 856
Re: Requesting Drones
I edited my suggestion because it wasn't very clear.
- Wed Oct 19, 2016 10:00 pm
- Forum: Ideas and Suggestions
- Topic: Requesting Drones
- Replies: 2
- Views: 856
Requesting Drones
If there are 100 construction drones in a network, the player should be able to request 100 construction drones and have the drones deliver themselves to your inventory. The same goes for logistics drones. EDIT: The 100 drones are already in flight and may have other jobs to do but when they deliver...