What, looks like you guys have plenty of room!
/me works for a small company in tokyo.
Search found 97 matches
- Sat Mar 17, 2018 5:36 am
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 34248
- Fri Mar 16, 2018 3:02 pm
- Forum: Ideas and Suggestions
- Topic: Use nuclear product for Portable Fusion Reactor
- Replies: 32
- Views: 9377
Re: Use nuclear product for Portable Fusion Reactor
Iron is the last step on the energy-positive fusion ladder.
So really running around with fusion reactors should give us a steady supply of iron ore.
So really running around with fusion reactors should give us a steady supply of iron ore.
- Tue Mar 06, 2018 10:07 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 243759
Re: Performance optimization - post your saves
I did notice a significant and persistent performance drop when I scheduled a large portion of my factory to be deconstructed (an old research production facility that I wanted to redesign). I have 2500 construction bots that can reach there but the order was far in excess of what those bots could ...
- Thu Jan 25, 2018 4:20 pm
- Forum: Releases
- Topic: Version 0.16.18
- Replies: 26
- Views: 18100
Re: Version 0.16.18
Somethings weird about this update... I had huge performance problems due to biters/artillery, etc, on my save. Had to regularly killall the biters just to get back from <10 ups to 40. Since this last update I've been floating happily around the 30's. Statistics of biter kills seems steady so someth...
- Sat Jan 13, 2018 3:33 am
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 49907
Re: Version 0.16.16
Now it's : whatever arrives in a splitter goes one right, one left, one right, one left. That's so much more logical for a mechanical splitter. True. What we need now are "smart"-Splitters :D Smart splitters would make it too easy to send every kind of item over the same belts and just th...
- Tue Jan 09, 2018 3:02 pm
- Forum: General discussion
- Topic: Artillery
- Replies: 21
- Views: 8659
Re: Artillery
Artillery is an UPS killer when on death worlds.
If only we could get a mode where it could be set to also shoot all the biters, not just the nests, so that it wouldn't leave all those CPU vampires on the field.
If only we could get a mode where it could be set to also shoot all the biters, not just the nests, so that it wouldn't leave all those CPU vampires on the field.
- Fri Jan 05, 2018 9:38 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 343959
Re: Friday Facts #224 - Bots versus belts
The UPS killer aspect is now pretty much gone.MeduSalem wrote:Belts are throughput limited and a huge UPS killer, no matter the optimizations you make to them.
- Fri Jan 05, 2018 10:02 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Artillery Shells
- Replies: 32
- Views: 11490
Re: Nuclear Artillery Shells
Nuclear artillery seems like it would be overpowered by far. One of the things that makes the nukes balances is you need to be there on foot and there's a danger you blow yourself up.
What I'd really like to see is some kind of artillery shell that can be used to target biters automatically.
What I'd really like to see is some kind of artillery shell that can be used to target biters automatically.
- Fri Jan 05, 2018 9:58 am
- Forum: General discussion
- Topic: Cliffs :(
- Replies: 21
- Views: 12097
Re: Cliffs :(
Seems they are way too cheap/easy to remove, just like water.
They should add an option to make terrain modification cheap (as now), very expensive, or disabled. And depth should impact how much you need to fill in a tile.
They should add an option to make terrain modification cheap (as now), very expensive, or disabled. And depth should impact how much you need to fill in a tile.
- Fri Jan 05, 2018 9:12 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 243759
Re: Performance optimization - post your saves
Artillery auto-targeting? Artillery targeting has a fixed cost per artillery piece that's active (which isn't that high). Biter movement and attacking is what's expensive and will be triggered by artillery shooting at them. When I added artillery to my border (before removing them again), they were...
- Fri Jan 05, 2018 7:50 am
- Forum: Releases
- Topic: Version 0.16.14
- Replies: 30
- Views: 18415
Re: Version 0.16.14
Ah yes the Intel "meltdown" as it's being called, good thing I roll AMD. That sucks that you will lack higher performance then most Intel users here. We still will be rocking higher per thread performance and that is what counts in most games including factorio. I doubt factorio will be h...
- Wed Jan 03, 2018 11:56 am
- Forum: Duplicates
- Topic: [0.16.10][win10] Rare crash while placing belts using BP
- Replies: 3
- Views: 970
Re: [0.16.10][win10] Rare crash while placing belts using BP
Can't say, it was one crash after many, many, many hours of playing 0.16.10.
- Wed Jan 03, 2018 4:07 am
- Forum: Duplicates
- Topic: [0.16.10][win10] Rare crash while placing belts using BP
- Replies: 3
- Views: 970
[0.16.10][win10] Rare crash while placing belts using BP
I feel sorry for memset, having to eat random NULL pointers.
Crash happened 1000.403 seconds after the last autosave finished.
Code: Select all
17517.331 Info AppManagerStates.cpp:1527: Saving finished
18517.734 Error CrashHandler.cpp:286: Exception Code: c0000005, Address: (nil)
- Tue Jan 02, 2018 10:26 pm
- Forum: General discussion
- Topic: So many barrels...
- Replies: 7
- Views: 3313
Re: So many barrels...
When can we start carrying electricity using bots?
- Sat Dec 30, 2017 12:39 am
- Forum: Ideas and Suggestions
- Topic: Logic gates
- Replies: 6
- Views: 8449
Re: Logic gates
I'd say it's part of the gameplay having to figure out how to make things happen using the current building blocks.
- Fri Dec 29, 2017 5:57 pm
- Forum: Show your Creations
- Topic: Multipurpose Thread | New Player
- Replies: 6
- Views: 3456
Re: Multipurpose Thread | New Player
One of the more important lessons to learn; look into belt balancers.
Put them where you are mining so that the belts to the furnaces are filled, right before the furnaces to allow expansion of input belts, and after the furnaces to balance the output to the factory.
Put them where you are mining so that the belts to the furnaces are filled, right before the furnaces to allow expansion of input belts, and after the furnaces to balance the output to the factory.
- Mon Dec 25, 2017 3:45 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 243759
Re: Performance optimization - post your saves
During 0.15 I had a game with an UPS of 20 on my rather beefy computer, very belt heavy in anticipation of 0.16. Lots of biters. With the first experimental release I got back to 40 UPS, as expected. Added lots of artillery around the perimeter and fell back down to 25 UPS. Removed artillery, got ba...
- Tue Dec 19, 2017 9:06 pm
- Forum: General discussion
- Topic: 0.16 artillery and the biters
- Replies: 10
- Views: 5720
Re: 0.16 artillery and the biters
Artillery at the walls wrecked my UPS, not practical.
- Sat Dec 16, 2017 7:39 pm
- Forum: Releases
- Topic: Version 0.16.4
- Replies: 11
- Views: 12816
Re: Version 0.16.4
When 0.16 was released I got back to playing my old save; went from 20 UPS to 40+++.
Now with 0.16.3 and quite a few hours of play, suddenly it's back down to 20 UPS, or less. The only new thing I've done is deploy artillery turrets.
Now with 0.16.3 and quite a few hours of play, suddenly it's back down to 20 UPS, or less. The only new thing I've done is deploy artillery turrets.
- Wed Dec 13, 2017 2:31 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 109107
Re: Version 0.16.0
Update was extremely slow and eventually gave an error.
Downloading the installer is really quick, recommended.
UPS went from 20 to 50 for my based base, and will waste my christmas.
Downloading the installer is really quick, recommended.
UPS went from 20 to 50 for my based base, and will waste my christmas.