I took a look at KS Power myself some time ago, because I want the game to start with a burner generator and a research for actual steam engines so you have bit more of a progression there
Wouldn't wind turbine make more sense? In real-life it should be easier to build a turbine than a heat ...
Search found 684 matches
- Mon Feb 06, 2017 8:13 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2313414
- Sun Feb 05, 2017 9:14 am
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 159100
Re: [MOD 0.12.x] Marathon 1.0.3
Science Cost Tweaker is another mod that makes research take more resources and it also supports alterations to the ingredients so that it supports Bob's mods by making research bottles take various bob's ingredients.
- Fri Feb 03, 2017 8:39 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 68369
Re: Friday Facts #176 - Belts optimization for 0.15
Hm, so if I gather this correctly, if I have two parallel lines moving stuff around and I use a single splitter as a "poor man belt balancer", it'll cause relatively big slowdown compared to not having that splitter? Or will it not really be any more expensive than just a regular belt section ...
- Thu Feb 02, 2017 8:02 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 321874
Re: Parrallel processing in games & applications
Mentioning a $900+ profiling tool doesn't help either.
Using it helps the devs for sure and I'm quite certain that one time expense for vtune isn't exactly making the devs go broke.
From my point of view your argumentation more or less translates to "you don't know what you are talking about and ...
Using it helps the devs for sure and I'm quite certain that one time expense for vtune isn't exactly making the devs go broke.
From my point of view your argumentation more or less translates to "you don't know what you are talking about and ...
- Thu Feb 02, 2017 1:51 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 321874
Re: Parrallel processing in games & applications
Get it right and 2 cores will be nearly twice as fast and for something like factorio you can do 16 cores at bascialy 16 times the speed given a large enough factory.
In case you didn't notice, devs already tried multithreading in their 0.15 branch. Going from 1->4 increased performance at sub ...
In case you didn't notice, devs already tried multithreading in their 0.15 branch. Going from 1->4 increased performance at sub ...
- Thu Feb 02, 2017 1:33 pm
- Forum: Ideas and Suggestions
- Topic: Efficiency of entities that have no power.
- Replies: 37
- Views: 15029
Re: Efficiency of entities that have no power.
AFAIK both solar panels and accumulators follow same mechanics - they work as one grouped entity if the are connected to same networks.
I don't think they do. It's possible to have accumulators with different charge in same network. You have that every time you connect a new one to the network ...
I don't think they do. It's possible to have accumulators with different charge in same network. You have that every time you connect a new one to the network ...
- Wed Feb 01, 2017 1:55 pm
- Forum: General discussion
- Topic: soo 0.15.
- Replies: 26
- Views: 13948
Re: soo 0.15.
If I had to guess, I'd say he has either ordered mass-deforestation or laying down concrete.orzelek wrote:My guess would be that there are tons of ghosts - that would make construction manager so busy I think.
- Wed Feb 01, 2017 9:35 am
- Forum: Technical Help
- Topic: [14.21] Graphic issues with 256MB VRAM
- Replies: 6
- Views: 2336
Re: Running Factorio on Mac?
Looks like quite similar to the problem here but it's interesting that you have it with AMD GPU
viewtopic.php?f=3&t=40375
You could try if similar workarounds also work in OSX.
viewtopic.php?f=3&t=40375
You could try if similar workarounds also work in OSX.
- Wed Feb 01, 2017 9:32 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 321874
Re: Parrallel processing in games & applications
I should also be working right now so I can't really come up with better code either
Meh, ball-park guys... unless there is something really off, why bother? (and "coz I want to" is a valid answer :D, Don't let me stop you)
That's the problem - I *do* want to :D
I found another benchmark I'd ...
Meh, ball-park guys... unless there is something really off, why bother? (and "coz I want to" is a valid answer :D, Don't let me stop you)
That's the problem - I *do* want to :D
I found another benchmark I'd ...
- Wed Feb 01, 2017 7:32 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 321874
Re: Parrallel processing in games & applications
jcranmer, your cache bandwidth doesn't really seem to have too much to do with actual cache performance. Reading from L2 cache should be an order of magnitude greater, at around 300GB/s (see attached image).
I currently don't have access to a Linux machine so I can't run your code. I should also be ...
I currently don't have access to a Linux machine so I can't run your code. I should also be ...
- Wed Feb 01, 2017 7:13 am
- Forum: General discussion
- Topic: soo 0.15.
- Replies: 26
- Views: 13948
Re: soo 0.15.
Going by your performance metrics and assuming I remember how to read the stuff, half of tick time is spent on the warehouses. It's a problem with huge inventories, game has to itereate over all the slots there when doing anything with them. A fix would be to replace them with smaller chests. I'm ...
- Tue Jan 31, 2017 3:22 pm
- Forum: Angels Mods
- Topic: [0.15.x] Petrochem Plus
- Replies: 98
- Views: 83069
Re: [0.14.x][Angel's petrochem] Petrochem Plus
Ah, ok. I thought you were saying you stop adding features to your mod until 0.15 is released.
- Tue Jan 31, 2017 12:54 pm
- Forum: Angels Mods
- Topic: [0.15.x] Petrochem Plus
- Replies: 98
- Views: 83069
Re: [0.14.x][Angel's petrochem] Petrochem Plus
I hope you know that this means more than a month of waiting at best for 0.15 to arrive plus another unspecified amount of time while Angel updates his mods as well.kinnom wrote:I'm however only going to really make and release it when 0.15 arrives.
- Tue Jan 31, 2017 12:20 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 58347
Re: Friday Facts #175 - Programmable Speaker
Yes I love the video like sandstorm and it is cool and needs a lot of work but the 99% of the game need better performance not this
I'm fairly certain that 99% of people don't ever build bases big enough to slow down their computers. Just 5.8% of people have ever launched a rocket.
Am I guessing ...
I'm fairly certain that 99% of people don't ever build bases big enough to slow down their computers. Just 5.8% of people have ever launched a rocket.
Am I guessing ...
- Tue Jan 31, 2017 12:16 pm
- Forum: General discussion
- Topic: soo 0.15.
- Replies: 26
- Views: 13948
Re: soo 0.15.
So I had a look this morning at updates for my game take into mine the game is 64MB in size compressed
Size on disk has nothing to do with the performance in-game.
I have been removing factorissimo as I believed that was an issue over time
Yes, factorissimo doesn't scale well due to having to ...
Size on disk has nothing to do with the performance in-game.
I have been removing factorissimo as I believed that was an issue over time
Yes, factorissimo doesn't scale well due to having to ...
- Mon Jan 30, 2017 12:54 pm
- Forum: General discussion
- Topic: soo 0.15.
- Replies: 26
- Views: 13948
Re: soo 0.15.
Why are we hearing nothing about how more threads as being used, how server performance is become better and making it better for clients and servers to talk and perform at higher clock speeds 3.9Ghz+ about performance of robots and entities, e.g. running a decently modded game and being able to ...
- Mon Jan 30, 2017 7:45 am
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 58347
Re: Friday Facts #175 - Programmable Speaker
Yes I love the video like sandstorm and it is cool and needs a lot of work but the 99% of the game need better performance not this
I'm fairly certain that 99% of people don't ever build bases big enough to slow down their computers. Just 5.8% of people have ever launched a rocket.
most people ...
I'm fairly certain that 99% of people don't ever build bases big enough to slow down their computers. Just 5.8% of people have ever launched a rocket.
most people ...
- Sun Jan 29, 2017 9:33 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 321874
Re: Parrallel processing in games & applications
Biggest problem with connected worlds is how to ensure they all stay synchronized.
As it stands, each player simulates actions of all other players. If you have several different worlds running in a grid, how would you verify that they're all still running in same overall state? If one server slows ...
As it stands, each player simulates actions of all other players. If you have several different worlds running in a grid, how would you verify that they're all still running in same overall state? If one server slows ...
- Sat Jan 28, 2017 4:29 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 58347
Re: Friday Facts #175 - Programmable Speaker
Talking about in-game notifications, will there be some sort of log for them that we can use see past events?
As it stands, quite often I miss out on events when a ton of stuff is going on. I'd love to be able to click on some button (on map, perhaps) that opens up a list of past N events that I ...
As it stands, quite often I miss out on events when a ton of stuff is going on. I'd love to be able to click on some button (on map, perhaps) that opens up a list of past N events that I ...
- Sat Jan 28, 2017 10:24 am
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 58347
Re: Friday Facts #175 - Programmable Speaker
Why don't you use TCP to downloading the map?
You will get a higher speed for high volume transfer, and won't have to take so much care in what's between the 2 end points.
I second this, TCP connection, write the whole map, it's guaranteed correct order delivery. Leave error correction and ...
You will get a higher speed for high volume transfer, and won't have to take so much care in what's between the 2 end points.
I second this, TCP connection, write the whole map, it's guaranteed correct order delivery. Leave error correction and ...