If you wana get out every ounce of performance of your factory - try to get rid of as many belts and items on the belts as possible.
It makes all the difference. At least for me I gave me ability to make my factory and map much bigger.
Search found 192 matches
- Sun May 10, 2015 1:50 pm
- Forum: General discussion
- Topic: What kind of PC do I need?
- Replies: 27
- Views: 10506
- Sat Apr 18, 2015 12:00 am
- Forum: General discussion
- Topic: 24k Alien Artifacts and a creepy observation
- Replies: 22
- Views: 14906
Re: 24k Alien Artifacts and a creepy observation
Can't add anything else, too creeped out...
- Mon Apr 06, 2015 8:56 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Electrical networks
- Replies: 7
- Views: 6071
Re: [Request] Electrical networks
You can remove wires from the pole with "Shift + Left Mouse Click" and then add necessary connections by hand using the copper wire.
- Fri Apr 03, 2015 8:07 am
- Forum: Multiplayer
- Topic: Let's start a Marathon + RSO
- Replies: 32
- Views: 18069
Re: Let's start a Marathon + RSO
Bro, y'r mad? Combining Marathon and RSO is gonna be insane. I play a MArathon game with a few additional mods now, we are 35 hours in and we have like 5-6 more hours to get to even producing red circuts at all. And we are already out of our first resource patches, we barelly made it to the laser tu...
- Sun Mar 29, 2015 12:43 pm
- Forum: Mods
- Topic: [MOD 0.16] Compact Power
- Replies: 43
- Views: 48696
Re: [MOD 0.11.6] Compact Power
Thanks for the mod, it's great.
I think it's pretty balanced at this point.
I know one thing for sure - combined with the Marathon mod - good luck getting to the lvl2 solar panels in 30 hours. Higher tiers? OMG!
I think it's pretty balanced at this point.
I know one thing for sure - combined with the Marathon mod - good luck getting to the lvl2 solar panels in 30 hours. Higher tiers? OMG!
- Fri Mar 20, 2015 6:23 pm
- Forum: General discussion
- Topic: Will this game go mobile
- Replies: 12
- Views: 14725
Re: Will this game go mobile
You underestimate the CPU power requirements for the Factorio. Early game is light on the CPU, but factory tends to grow fast and not linearly. At the mid-game you probably gonna start to notice it starts to run slow and closer to the end-game it will just be unplayable. On top - it's just gonna mel...
- Thu Feb 26, 2015 11:07 am
- Forum: Multiplayer / Dedicated Server
- Topic: Multiplayer via Evolve. Simple to start.
- Replies: 42
- Views: 75160
Re: Multiplayer via Evolve. Simple to start.
Via the link posted in the starting message under 2)TwoToneTom wrote:Yay this is just what i need YES
- Sun Feb 22, 2015 11:20 pm
- Forum: Show your Creations
- Topic: Massively Multiplayer Part 2: 100M Green Circuits
- Replies: 15
- Views: 19146
Re: Massively Multiplayer Part 2: 100M Green Circuits
That "Choo-Choo" picture...
It hit me hard, still laughthing
BTW: You should really consider this mod then: https://forums.factorio.com/forum/vie ... =14&t=7700
So you can extract resources fast
It hit me hard, still laughthing
BTW: You should really consider this mod then: https://forums.factorio.com/forum/vie ... =14&t=7700
So you can extract resources fast
- Tue Feb 10, 2015 7:07 pm
- Forum: Show your Creations
- Topic: Mass production with ZERO belts and robots :)
- Replies: 20
- Views: 39583
Re: Mass production with ZERO belts and robots :)
Yes, this is the results you get when you make a new map and say "We are going for trains and fun" and everybody starts to do different stuff
- Wed Feb 04, 2015 6:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] Multiplayer: Connecting clients crash on map load
- Replies: 13
- Views: 15118
[0.11.15] Multiplayer: Connecting clients crash on map load
On map download, when it tries to get you onto the map, it crashes. Only the connecting clients crash, server is not affected and can continue to play. 64 bit, Windows 7. Tried connecting from both sides - never gonna happen. 1874302.530329 Info Logger.cpp:152: 2015-02-04 19:58:05; Factorio 0.11.15 ...
- Sun Feb 01, 2015 10:07 pm
- Forum: Show your Creations
- Topic: Probably the biggest MP map ever :)
- Replies: 8
- Views: 12870
Re: Probably the biggest MP map ever :)
If you don't overbuild them and make that the spikes in robot activity are not huge, then yes. The problem with the belts is that each belt tile is processed, items are moved on the belt and you need more inserters to pick up or place down things on the belts. With robotic network inserters make us ...
- Sun Feb 01, 2015 7:40 pm
- Forum: Show your Creations
- Topic: Probably the biggest MP map ever :)
- Replies: 8
- Views: 12870
Re: Probably the biggest MP map ever :)
It's a large map but there's barely anything built. I see a lot of random confusing tracks and on large-ish patch of assemblers. There are a lot bigger production networks out there. Well, you have to take into account this is a multiplayer map, that, actually runs and is playable. It's easy to mak...
- Sun Feb 01, 2015 5:58 pm
- Forum: Show your Creations
- Topic: Probably the biggest MP map ever :)
- Replies: 8
- Views: 12870
Probably the biggest MP map ever :)
So, I just posted this http://www.reddit.com/r/factorio/commen ... _you_will/
In a nutshell, it's a FactorioMaps mod generated map of our MP game, clocking at 5.6GB of JPEG 2048x2048 images...
It's trully a beast!
In a nutshell, it's a FactorioMaps mod generated map of our MP game, clocking at 5.6GB of JPEG 2048x2048 images...
It's trully a beast!
- Sun Feb 01, 2015 5:44 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 73288
Re: [0.11.x] Factorio Maps
Okay, well, PNG just does not compress that good on photos and stuff like that, so I decided to try the JPEG at the moment, it clocked out at 5.6GB Because it takes like an hours to make the map, at this moment I do not wana try the PNG again
- Sat Jan 31, 2015 7:25 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 73288
Re: [0.11.x] Factorio Maps
You should really add some process indication in the UI. I'm trying to make a map of my MP game, and it's huge, well, F*****G GYNORMOUS. It took it around 6-7 minutes just to start writing files to disk, then it took a lot more time to actually do the writing, and I have a high-end SSD - I don't eve...
- Sat Jan 24, 2015 10:15 pm
- Forum: General discussion
- Topic: General Impression
- Replies: 9
- Views: 3655
Re: General Impression
Also remember that maps are randomly generated and resources in starting are vary, as do the nearby resources. It's totally possible to get yourself a map, that will make you swet even with normal resources. Also, it really depends on how long do you wana wait. Because if you really go for it, you n...
- Thu Jan 22, 2015 8:07 pm
- Forum: Ideas and Suggestions
- Topic: Change to Biters, Biter Bases, Pollution, Resources
- Replies: 7
- Views: 4382
Re: Change to Biters, Biter Bases, Pollution, Resources
The resource generator as part of the map generator is weight based, increasing the frequency or size slider will also increase richness to an extent, likewise increasing richness will increase size and frequency. so if you want large deposits, but few and far between, you need to use map settings ...
- Thu Jan 22, 2015 7:45 pm
- Forum: Gameplay Help
- Topic: Railway System - got it now. ;) thanks @ all
- Replies: 6
- Views: 3293
Re: Railway System - possible?
Sure you can do it. There is only one rule you need to follow to be able to use single-rail track in both directions - no signals on the single-rail section period. What you need to do, is place signals on the entrance and exit rails at the single rail stretch on both ends. However, looking at the s...
- Thu Jan 22, 2015 7:23 pm
- Forum: Gameplay Help
- Topic: Do multiple header trains make pulling rolling stock faster?
- Replies: 18
- Views: 26268
Re: Do multiple header trains make pulling rolling stock fas
Trains max speed is equal no matter the locomotive count.
The train acceleration, on the other hand, is benifiting from more locomotives when there are wagons to pull. So a train of 4 wagons with 2 locomotives accelerates much faster than with 1 locomotive. Easy to check
The train acceleration, on the other hand, is benifiting from more locomotives when there are wagons to pull. So a train of 4 wagons with 2 locomotives accelerates much faster than with 1 locomotive. Easy to check
- Thu Jan 22, 2015 7:04 pm
- Forum: Multiplayer
- Topic: Multiplayer debugging
- Replies: 6
- Views: 10754
Re: Multiplayer debugging
From experiense - check you pings? Latency is not a stable thing and can vary wildly - one day it's fine and steady, the other day it's jumping like crazy. Also, there are definetly a shedule too, like on Friday evenings with 1 or 2 people of like 5-6 with whoom I'm playing we get like the double la...