Search found 952 matches
- Thu Jun 07, 2018 9:29 am
- Forum: Releases
- Topic: Version 0.16.47
- Replies: 69
- Views: 33597
Re: Version 0.16.47
wow, just... wow. When the changelog has major desync fixes, it has only 1 page of discussion, when it just remove 1 line of information on the error report, it has 3 pages. I don't understand why a system path is such a big deal for ppl since the connection is protected on both sides by 256 encryp...
- Fri Jun 01, 2018 3:24 pm
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 30765
Re: Friday Facts #244 - Localised plurals & Modernisation progress
I would really like to try out the new rendering engine since I have a huge base running on HD3000 at around 8fps. Is there any way to get to this new "unreleased" release? You can send them your save to help them optimize for your usecase: https://forums.factorio.com/viewtopic.php?f=5&am...
- Fri Jun 01, 2018 9:19 am
- Forum: Releases
- Topic: Version 0.16.47
- Replies: 69
- Views: 33597
Re: Version 0.16.47
Or the "system path" is really the installation directory, this is often the steam library which is itself somewhere in C:\users\accountName\ or it's in another directory in there when manually unpacked.
- Thu May 31, 2018 12:20 pm
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16155
Re: efficiency of dragon's teeth on biters
I feared that vector field might eat ram like chrome on steroids. Damn deterministic kraken, screwing up our multiplayer games. :D Not really it's a float per tile or chunk, noticeable but not all that much, however the entire map needs to be kept up to date which is the true cost of that technique.
- Thu May 31, 2018 11:45 am
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16155
Re: efficiency of dragon's teeth on biters
How about using multithreaded A*? What about JPS? Vector field pathfinding? Man making games is hard and complex! Multi threading will jeopardize determinism. Either by changing at which frame the path becomes known or which path from several equal cost paths are taken. Not to mention that multithr...
- Tue May 29, 2018 3:13 pm
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 30765
Re: Friday Facts #244 - Localised plurals & Modernisation progress
and in future we would like to create Vulkan and Metal backends Oh there is no point in making a metal backend anymore, the authors of Vulkan (Khronos) made a metal/vulkan conversion library that let's vulkan run on metal (interestingly benchmarks show it to be faster than the equivalently written ...
- Mon May 28, 2018 12:17 pm
- Forum: Railway Setups
- Topic: Solar Railways
- Replies: 7
- Views: 7202
Re: Solar Railways
iceman_1212 wrote:You can use the spoiler tag to insert blueprint strings
Code: Select all
add a code block with [code] and
- Mon May 28, 2018 10:03 am
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 30765
Re: Friday Facts #244 - Localised plurals & Modernisation progress
and in future we would like to create Vulkan and Metal backends Oh there is no point in making a metal backend anymore, the authors of Vulkan (Khronos) made a metal/vulkan conversion library that let's vulkan run on metal (interestingly benchmarks show it to be faster than the equivalently written ...
- Wed May 09, 2018 3:26 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 45259
Re: Friday Facts #241 - New player experience
Here my feedback to the campaign/tutorial: (what I remeber from my own expeirence with it, was pre steam release): The part where you rebuild the partially destroyed factory was most usefull I think. This allowed to show me how it could be done and I used that help gladly and there were some "...
- Mon May 07, 2018 8:34 am
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 45579
Re: Friday Facts #230 - Engine modernisation
Well, this just dropped: https://www.khronos.org/news/press/vulkan-applications-enabled-on-apple-platforms One Vulkan Renderer is now sufficient for all three platforms.. There's no real benefit over glMultiDraw* family of functions, for the Factorio use-case. It's enough to use a GL 4.3+ core cont...
- Tue Apr 24, 2018 4:13 pm
- Forum: Won't implement
- Topic: Requesting O(1) lookup of entities by type or name
- Replies: 9
- Views: 3099
Re: Requesting O(1) lookup of entities by type or name
He wants that its performance is better when the filter includes type (or other specific properties).sticklord wrote:Isn't that what find_entities_filtered does? Goes through a list of all entities and returns all matching entities?
- Sat Apr 14, 2018 10:41 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55141
Re: Friday Facts #238 - The GUI update (Part II)
The queue and Queued state representations are a horrible design decision for various UX reasons: the words are far too similar which means that it's easy to misread the colors are also far too similar again leading to easy misreads, you had a paragraph about contrasts, apply what you preach everywh...
- Fri Mar 30, 2018 4:15 pm
- Forum: News
- Topic: Price change
- Replies: 108
- Views: 39935
Re: Price change
I've been curious about something, and this seems like the perfect place to ask it. Most games I see on the market retail for $x.99 in stead of the next highest dollar amount. (I'm working with US dollars here.) So a game priced like Factorio at the 20 dollar range would be sold at $19.99. Factorio...
- Mon Mar 26, 2018 1:27 pm
- Forum: Gameplay Help
- Topic: A Question About Storage Chests on a Network
- Replies: 11
- Views: 3927
Re: A Question About Storage Chests on a Network
I'm building a recycle system on my map. The short of it - when I trash something in my personal roboport, bots from the network take the trash to one of several recycle stations. When the storage chests at these stations reach a certain capacity, a train is triggered to come to the station, pick u...
- Mon Mar 26, 2018 9:15 am
- Forum: Releases
- Topic: Version 0.16.32
- Replies: 21
- Views: 16001
Re: Version 0.16.32
Also there is a standard for floating point numbers that dictate strict rounding rules and allow you to convert to decimal and back without any loss of precision. You just have to do it right and not simply cut of floats after 5 digits. Is there? I don't know if factorio really uses bare C++ floati...
- Fri Mar 23, 2018 9:04 am
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 55700
Re: So... Let's talk about bots, and how to fix them properly...
Now at 50 tiles, you cut the distance of that 100 tile bus in half and put the belts you don't use anymore next to the part still being used and look at the throughput at 50 tiles. now you have a 8 belt bus 320 items per second For fucks sake, belts don't magically rebuild themselves if you make us...
- Thu Mar 22, 2018 2:00 pm
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 55700
Re: So... Let's talk about bots, and how to fix them properly...
If you have a 4 belt bus, okay? You have a 4 BELT BUS, OKAY? That's 160 items per seconds, yes? 160 items per second is the throughput on this 4 belt bus, understand? That bus is 100 tiles long, you got that? 4 belt bus, 100 tiles long, 160 items per second throughput. You with me so far? Now at 50...
- Thu Mar 22, 2018 12:52 pm
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 55700
Re: So... Let's talk about bots, and how to fix them properly...
no becasue if you put the 2 sections of belt next to each other you have double the throughputdood wrote: Okay.
But you can then, after doubling your bots and ports, half the distance for twice the throughput and that's something belts can't do.
Correct?
- Thu Mar 22, 2018 12:07 pm
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 55700
Re: So... Let's talk about bots, and how to fix them properly...
apples to apples https://i.imgur.com/1cvE9sU.jp Eh, no Bots scale linearly to the distance, A bot's travel time is linear with the distance, So to have the same throughput over twice the distance you need twice as many bots (and twice as many robotports). You need to adjust the requesters to make s...
- Thu Mar 22, 2018 11:01 am
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 55700
Re: So... Let's talk about bots, and how to fix them properly...
Bots do have a frontloaded ability to move items and then collect on charging stations. I'm not accounting for that because you can't keep a base going on a burst of bots. You can however make it as compact as possible. Which has a profound effect on the throughput of bots. Yes that also goes for s...