Search found 124 matches
- Sat Jun 18, 2016 7:49 am
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 19256
Re: Game FPS at End game
Biter path-finding seems like it would be another area of low-hanging fruit for multi-threading: - I would be mostly "read-only" as far as everything else is concerned - It can be a processor hog - The race conditions and other weirdness you can run into with multiple threads aren't all th...
- Wed Jun 15, 2016 9:06 pm
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 19256
Re: Game FPS at End game
Making Factorio multi-threaded would shatter the current performance limitations in a huge way. Multi-threading isn't an easy task. You can parallelize tasks for an array of objects (i.e.: game update) but you have to lock the objects which should be to changed. Locking objects will cause blocking ...
- Wed Jun 15, 2016 4:42 pm
- Forum: General discussion
- Topic: Train queuing...
- Replies: 25
- Views: 16924
Re: Train queuing...
Besides that mechanic, trains will try to get as close to their destination as possible (not the real distance, but rail-block-wise), meaning that your trains should try to fill all blocks in the waiting-area before backing up to the main line. I don't think you can count on that. If a train last u...
- Thu Jun 09, 2016 8:17 pm
- Forum: General discussion
- Topic: Fighting Big bases.
- Replies: 22
- Views: 9473
Re: Fighting Big bases.
I don't use destroyers because they swing all over the place, but they are certainly an option. That swinging is actually key to staying alive in bases with lots of worms. If you come in towards the base, and then pause just out of worm range, they'll go out in front of you and take virtually all t...
- Mon Apr 18, 2016 5:50 pm
- Forum: Mods
- Topic: [MOD 0.12.0+] Greenhouses 0.1.0
- Replies: 46
- Views: 45139
Re: [MOD 0.12.0+] Greenhouses 0.1.0
Just build 10 of them? The whole point of this mod was to enable scaling up without the lag you get with Tree Farm.EmperorZelos wrote:Would it be possible to add like greenhouse X 10 or the likes?
Unless you're trying to build 20 instead of 200...
- Tue Jan 26, 2016 3:49 am
- Forum: Gameplay Help
- Topic: Getting biters to attack
- Replies: 5
- Views: 13685
Re: Getting biters to attack
are you on peaceful mode? if so then they won't attack unless you attack them first Don't think I've ever started on peaceful mode... I couldn't get the CLI command to print the value of game.peaceful_mode, and I would get attacked running near bases, but I did /c game.peaceful_mode = false just to...
- Sun Jan 24, 2016 8:48 pm
- Forum: Gameplay Help
- Topic: Pumps are being...odd
- Replies: 15
- Views: 30538
Re: Pumps are being...odd
I think you need 5 or 6 small pumps in parallel to completely fill a pipe. Also, I think a single small pump has only about 1/3 of the throughput of an offshore pump, so Offshore pump->small pump->stuff will actually make things worse. In vanilla, you're better off just not going longer than 10 stea...
- Sun Jan 24, 2016 8:11 pm
- Forum: Gameplay Help
- Topic: Getting biters to attack
- Replies: 5
- Views: 13685
Getting biters to attack
I'm playing a game with the Bob's Enemies mod, and since it's a "mega train" game, I need several tens of thousands of alien artifact drops. I have a farm built, and several mines dumping 20k+ pollution, but while the nearby biter bases produce hordes of biters and spitters, they mostly ju...
- Sat Jan 23, 2016 8:12 pm
- Forum: Bob's mods
- Topic: Wood
- Replies: 11
- Views: 26781
Re: Wood
I also wrote a very simple greenhouse mod to produce wood. It's not as pretty as Tree Farm, but far less laggy if you're going big. I think I was going to take a similar approach for wood manufacture in my mod. well, actually I had a couple of options, for example crafting seedlings from wood, then...
- Sat Jan 16, 2016 11:26 pm
- Forum: Bob's mods
- Topic: Wood
- Replies: 11
- Views: 26781
Re: Wood
I also wrote a very simple greenhouse mod to produce wood.
It's not as pretty as Tree Farm, but far less laggy if you're going big.
It's not as pretty as Tree Farm, but far less laggy if you're going big.
- Tue Dec 29, 2015 4:21 am
- Forum: Gameplay Help
- Topic: Need help with Steam Engines
- Replies: 4
- Views: 14230
Re: Need help with Steam Engines
Well I just figured out my problem. Turns out the main factory wasn't actually connected to the engines. Fixed the problem, had to add a few more boilers, and added a few generators back. I kinda feel stupid for not checking this but at least I did now. Don't feel too bad... I'm guessing almost eve...
- Tue Dec 29, 2015 4:01 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 542068
Re: Let's see your clever builds
I think your friend has just won Factoriotomo1109 wrote:My friend has created Christmas Light Show using the circuit.
I had never seen anything like this, do you guys have seen?
https://www.youtube.com/watch?v=indN4kcshB0
Love the clever use of the storage tank Alt-information display.
- Sat Dec 26, 2015 4:43 pm
- Forum: Show your Creations
- Topic: Bob's Mods: 1,900 rockets every 10 minutes (~3.2/sec)
- Replies: 6
- Views: 22096
Re: Bob's Mods: 1,900 rockets every 10 minutes (~3.2/sec)
Good job sir. Funny how the silo loading oscillates with two peaks, did you turn it on in sequence? I turned them all on at once (the power poles connect in a grid, so it's all or nothing). I let all of the belts and buffers fill up first, though, which is why it's peaky - they mostly all launch at...
- Sat Dec 26, 2015 6:58 am
- Forum: Show your Creations
- Topic: Bob's Mods: 1,900 rockets every 10 minutes (~3.2/sec)
- Replies: 6
- Views: 22096
Re: Bob's Mods: 1,900 rockets every 10 minutes (~3.2/sec)
Success! OP updated with map replacing screenshots
- Fri Dec 25, 2015 2:35 am
- Forum: Gameplay Help
- Topic: How do you place paths?
- Replies: 3
- Views: 12216
Re: How do you place paths?
That's pretty much all you do... Just have stone bricks or concrete in your hand and place it. You should see a green square (2x2 by default) where it will place. You can change the size of the brush with +/- on the keypad. To remove, right click with stone brick or concrete. (I'm assuming you're on...
- Thu Dec 24, 2015 6:27 pm
- Forum: Gameplay Help
- Topic: Christmas challenge: 28 to 24-belt merge
- Replies: 2
- Views: 10208
Christmas challenge: 28 to 24-belt merge
My current project (ludicrous # of rockets/second) requires taking the 28-belt output of a factory section, and turning that into 24 belts, so it can pair up with the 24 output belts of two other sections for final assembly at the silos. I think I've already found a good solution, but figured I'd th...
- Mon Dec 21, 2015 8:25 pm
- Forum: General discussion
- Topic: Performance test: basic belts vs underground belts
- Replies: 25
- Views: 34410
Re: Performance test: basic belts vs underground belts
But... but... isn't that the whole point of this game??kovarex wrote:So unless you are building some huge monstrosity...
If your FPS isn't impacted, you're not done yet!
- Sat Dec 19, 2015 5:14 pm
- Forum: Railway Setups
- Topic: Railway Turn
- Replies: 6
- Views: 25659
Re: Railway Turn
Not providing trains a place to turn around tends to make them use stations for that purpose, which is generally bad, as they'll end up sitting around behind a train that's stopped there (devs, can we pleeeease have passing a station without stopping impose a big pathing penalty?). Also, Kevinski, i...
- Sat Dec 19, 2015 12:20 am
- Forum: Show your Creations
- Topic: Bob's Mods: 1,900 rockets every 10 minutes (~3.2/sec)
- Replies: 6
- Views: 22096
Re: Bob's Mods: Plaid-Speed Rocket Division [WIP]
Low-density structure production facility is complete! 28 production units, and requires 4 iron trains, 4 copper trains, and 2 coal trains (with dedicated mines) to keep running (these are Bob's Mk3 wagons, so one train is 24k ore). Train stations and part of the production grid. http://theharms.org...
- Wed Dec 16, 2015 10:40 pm
- Forum: Gameplay Help
- Topic: Rail junctions
- Replies: 8
- Views: 23819
Re: Rail junctions
However, in most circumstances there is a limited set of directions that train go to (i.e., from outpost to main base and back), so maybe simpler or more situation-specific designs will work just as well? This is normally the case for me, but only until the base gets big enough that I start using a...