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Version 1.1.57

Posted: Tue Mar 29, 2022 2:31 pm
by FactorioBot
Optimizations
  • Improved overall performance by 5-10% when fully zoomed out.
Bugfixes
  • Fixed that some error messages wouldn't be translated. (101815)
  • Fixed that biters might remain inactive when they should be activated. (99989)
  • Fixed that units could teleport through cliffs if they bunched up close together. (101834)
  • Fixed that setting LuaGuiElement::zoom to 0 would crash the game. (101841)
  • Fixed a crash when changing mod options while the cursor hovers the "Back" button. (101814)
  • Fixed a crash due to recursive chain signal update. (101806)
  • Fixed that if a non-attack distraction command failed, it would raise the on_ai_command_completed event repeatedly. (101870)
  • Fixed that opening web links in the Linux Steam build of the game could take unreasonably long. (101339)
  • Fixed that logistic requests, item filters and similar could be set to the copy-paste tool when clicking the slot while holding that item. (101861)
Scripting
  • Added LuaItemPrototype::reverse_* read for selection tool.
  • Added LuaEntity::radar_scan_progress read.
  • Added LuaEntityPrototype::logistic_parameters read.
  • Added LuaEntityPrototype::heat_buffer_prototype read.
  • Added LuaHeatEnergySourcePrototype::heat_buffer_prototype read.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

Re: Version 1.1.57

Posted: Tue Mar 29, 2022 2:35 pm
by blackbat
It is just mean to drop
Improved overall performance by 5-10% when fully zoomed out.
and not telling us how you did it :D

Re: Version 1.1.57

Posted: Tue Mar 29, 2022 2:38 pm
by thesixthroc
RIP the high-speed packed biter bounce, and RIP some enemy groups becoming stuck. Both should help my mod, thanks!

Re: Version 1.1.57

Posted: Tue Mar 29, 2022 2:39 pm
by Zicxynum
blackbat wrote:
Tue Mar 29, 2022 2:35 pm
It is just mean to drop
Improved overall performance by 5-10% when fully zoomed out.
and not telling us how you did it :D
Same. But maybe they'll write to the ALT+F4 crew, or even release a FFF about it.
Pretty big improvement considering how many optimizations have already been done.

Re: Version 1.1.57

Posted: Tue Mar 29, 2022 3:21 pm
by JaJe
Can I run a megabase on a 1Ghz single-core CPU and a <insert 20 years old gpu> and 256mb RAM?
/s

Re: Version 1.1.57

Posted: Tue Mar 29, 2022 3:29 pm
by posila
JaJe wrote:
Tue Mar 29, 2022 3:21 pm
/s
No.

Re: Version 1.1.57

Posted: Tue Mar 29, 2022 5:12 pm
by Philip017
JaJe wrote:
Tue Mar 29, 2022 3:21 pm
Can I run a megabase on a 1Ghz single-core CPU and a <insert 20 years old gpu> and 256mb RAM?
/s
minimum specks to play factorio:
OS: Windows 10, 8, 7, Vista (64 Bit)
Processor: Dual core 3Ghz+
Memory: 4 GB RAM
Graphics: DirectX 10.1 capable GPU with 512 MB VRAM - GeForce GTX 260, Radeon HD 4850 or Intel HD Graphics 5500
DirectX: Version 11
Storage: 3 GB available space

recommended
OS: Windows 10, 8, 7 (64 Bit)
Processor: Quad core 3Ghz+
Memory: 8 GB RAM
Graphics: DirectX 11 capable GPU with 2 GB VRAM - GeForce GTX 750 Ti, Radeon R7 360
DirectX: Version 11
Storage: 3 GB available space

above copied from steam....

my suggested for megabase...
a good ipc cpu, 4+ghz - suggested Ryzen 2700 or i7 9700 newer cpus would have even better ipc
at least 2 cores but factorio has gotten better about supporting more cores, fewer cores will want more ghz to run near performance to ones with more cores.
8gb ram will not be enough for real megabases, 16gb is highly recommended and if your cpu is fast enough and your map grows even larger i've seen 20gb used. i have 32gb ram.
you do not need a great graphics card to run factorio, but if you want to run the HD graphics pack you will more vram, even a 4gb card will run the game just fine.

Re: Version 1.1.57

Posted: Tue Mar 29, 2022 5:14 pm
by coppercoil
Nobody knows what the tag /s means :)

Re: Version 1.1.57

Posted: Tue Mar 29, 2022 5:16 pm
by FuryoftheStars
coppercoil wrote:
Tue Mar 29, 2022 5:14 pm
Nobody knows what the tag /s means :)
Doesn’t it mean /serious? ;) :P

Re: Version 1.1.57

Posted: Tue Mar 29, 2022 5:17 pm
by Nosferatu
Include subdirectories? :P

Re: Version 1.1.57

Posted: Tue Mar 29, 2022 5:41 pm
by mmmPI
FuryoftheStars wrote:
Tue Mar 29, 2022 5:16 pm
coppercoil wrote:
Tue Mar 29, 2022 5:14 pm
Nobody knows what the tag /s means :)
Doesn’t it mean /serious? ;) :P
Maybe it means /smoothly ?

Can i run it /smoothly ? no


/sarcastic laughers

Re: Version 1.1.57

Posted: Tue Mar 29, 2022 9:47 pm
by frayien
Improved overall performance by 5-10% when fully zoomed out.
This is kinda insane isn't it ?

Re: Version 1.1.57

Posted: Thu Mar 31, 2022 7:46 pm
by Mecejide
I thought /s meant sarcastic.

Re: Version 1.1.57

Posted: Sat Apr 02, 2022 3:12 pm
by BrainFooLong
Improved overall performance by 5-10% when fully zoomed out.
This, out of nowwhere, is why i really think they are one of the best game devs i've ever seen.
They do stuff because they care and sure because they can.

Btw. i guess this improvement just come because they are working on the expansion and seen a general improvement that's worth bringing out early.

Re: Version 1.1.57

Posted: Sun Apr 03, 2022 8:28 am
by dasiro
blackbat wrote:
Tue Mar 29, 2022 2:35 pm
It is just mean to drop
Improved overall performance by 5-10% when fully zoomed out.
and not telling us how you did it :D
I'm just happy my seablock with LTN runs at 60 again :D

Re: Version 1.1.57

Posted: Sun Apr 03, 2022 11:51 am
by Qon
FactorioBot wrote:
Tue Mar 29, 2022 2:31 pm
Improved overall performance by 5-10% when fully zoomed out.
That's nice. I'm getting 30fps with ~10k entities on the screen (max zoom out) and like 12 fps with ~30k entities on the screen (editor max zoom out, but less than half my screen is filled with entities). But it's probably better than what I had before :)

Re: Version 1.1.57

Posted: Mon Apr 04, 2022 3:42 pm
by Twinsen
blackbat wrote:
Tue Mar 29, 2022 2:35 pm
It is just mean to drop
Improved overall performance by 5-10% when fully zoomed out.
and not telling us how you did it :D
In retrospect, 5-10% might be a bit exaggerated. It is the result I was getting in my very short testing, but it might vary for different configurations. If someone does their own test(fully zoomed out in the middle of the factory, not paused, on both versions), I'm very curious to see their result.

The optimization simply involved creating the drawing threads sooner. Theoretically the improvement should not be so huge, but I didn't spend too much time trying to triple check the results :)

Re: Version 1.1.57

Posted: Mon Apr 04, 2022 5:12 pm
by noclaf
I know it was mentioned thousand times, but...
...any chance some sort of multithreading will be part of the new expansion?

Frankly for me...I feel kind of stuck. I have 5,4kSPM 60UPS factory, but I cannot enlarger it, because the UPS would fall (ok, I can flip 100% to direct train mining and smelting, but that's just postponing the inevitable). Or go for some mods - where I'm currently rather annoyed by Krastorio 2 complex production chain where one new product requires exorbitantly (IMHO) complex input set-up.

So my motivation is decreasing - I don't want to invest the hours to steal microsecond here or there in the smelting process. The law of diminishing return is against such time spenditure with my precious after-work & after-family time.
I would LOVE to make my factory larger, go BIG, use my prepared blueprints.... But why, when I'll be looking at factory faltering at 30-40UPS under current circumstances.

Re: Version 1.1.57

Posted: Tue Apr 05, 2022 5:01 pm
by Koub
noclaf wrote:
Mon Apr 04, 2022 5:12 pm
I know it was mentioned thousand times, but...
...any chance some sort of multithreading will be part of the new expansion?
[...]
Given any hardware, no matter how powerful, there will always be a limit above which software will see performance drop. even the fastest supercomputer cannot run in real time a particle precise simulation of the known universe. The game is as multithreaded as currently possible, and whenever the devs can find a way to parallelize more, they don't need us to tell them to do so. Asking for more is just a sign of ignorance ... which is not a terrible thing : I probably don't know more than the average dude about how to multithread efficiently, and yet I can live a happy life. But I have a reasonable idea of the extent of my ignorance, which gives me an advantage 8-).

Re: Version 1.1.57

Posted: Wed Apr 06, 2022 6:47 am
by noclaf
I'm also aware of certain issues related to multithreading (parallelization)...but that's also reason why I just studied it but I work in another field. :D
And I didn't say I want to go unlimited. Just 5,4kSPM (where 60UPS starts to drop on my R7 5800X) seems to be pretty small and definitely below the computational power of the computer. ;)