Search found 97 matches

by Rakshasa
Sat Mar 17, 2018 5:36 am
Forum: News
Topic: Friday Facts #234 - Office pictures
Replies: 79
Views: 34248

Re: Friday Facts #234 - Office pictures

What, looks like you guys have plenty of room!

/me works for a small company in tokyo.
by Rakshasa
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.
by Rakshasa
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 ...
by Rakshasa
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...
by Rakshasa
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...
by Rakshasa
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.
by Rakshasa
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

MeduSalem wrote:Belts are throughput limited and a huge UPS killer, no matter the optimizations you make to them.
The UPS killer aspect is now pretty much gone.
by Rakshasa
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.
by Rakshasa
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.
by Rakshasa
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...
by Rakshasa
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...
by Rakshasa
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.
by Rakshasa
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.

Code: Select all

17517.331 Info AppManagerStates.cpp:1527: Saving finished
18517.734 Error CrashHandler.cpp:286: Exception Code: c0000005, Address: (nil)
Crash happened 1000.403 seconds after the last autosave finished.
by Rakshasa
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?
by Rakshasa
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.
by Rakshasa
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.
by Rakshasa
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...
by Rakshasa
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.
by Rakshasa
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.
by Rakshasa
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.

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