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Re: Version 0.11.17

Posted: Fri Mar 06, 2015 8:49 pm
by Ghosty4
Increased the pathing penalty for non-moving train in manual mode from 200 to 1000.
Nice, by the way is there a list of other pathing penalties for trains? Searching around finds threads in the suggestions board and I don't know if they're implemented.

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 8:56 pm
by bobingabout
A lot of good changes in this list.

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 9:30 pm
by Rseding91
Ojelle wrote:I doubt its just the artefacts. But I got no clue what slows down how much (robots, belts, inserters, idle furnaces, rail signals,...) (relative to eachother) so ill play slowed at the moment. As long as its above 30UPS I think I can live with it. And what could I submit in the bug report? Its not exactly a bug, but its annoying indeed.
Items on the ground don't have any impact on the UPS. They may make FPS lower if you've got millions on screen.

What hardware do you have? I've got thousands of robots flying around in a huge factory and I get 58/60 FPS/UPS.

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 11:13 pm
by Narnach
kovarex wrote:
  • Features
    • Better construction robot strategy.
      When the construction is processed, the closest available supply of the required item is found and the closest robot to this supply is selected for the construction.
Thank you for fixing it!

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 11:23 pm
by y.petremann
cube wrote:
y.petremann wrote:I've got this error when auto-updating :

Code: Select all

Update failed:
File /home/user/.local/opt/factorio/data/base/scenarios/sandbox/control.lua has unexpected content
Are you sure you didn't edit the file manually?
In fact I've edited it ... simply to implement the patch that have been added with this version ... because I was the one who originaly reported the bug and the fix ... :D

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 12:47 am
by Stx3
dear developers, add in factorio lua event.attack or event.onattack with contain attaking.entity and attaked.entity please!

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 4:49 am
by SHiRKiT
Very nice update, congrats on such an important one!

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 6:50 am
by ssilk
Ghosty4 wrote:
Increased the pathing penalty for non-moving train in manual mode from 200 to 1000.
Nice, by the way is there a list of other pathing penalties for trains? Searching around finds threads in the suggestions board and I don't know if they're implemented.
Indeed I searched now 1 hour for the post explaining the rules! But found only the changes. I was sure, there was some post about that.

There the wiki article https://forums.factorio.com/wiki/inde ... th_finding

The FFF about it https://www.factorio.com/blog/post/fff-68
Was introduced with 0.11.11: https://forums.factorio.com/forum/vie ... %2A#p63247

Change: https://forums.factorio.com/forum/vie ... %2A#p64314
Change from above: https://forums.factorio.com/forum/vie ... ain#p70586

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 8:26 am
by MF-
kovarex wrote:Because we are perfectionists.
Thanks,
now I can ask you not to confuse "brake" and "break" :)
The OP has the other word in both cases I think.

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 9:16 am
by Mycu
I know that "unbugging" a code gives a dev and his worshippers ;) less feeling of progress cause time goes by and no new features are implemented - but those changes are very important.
Great update, keep it up a good work! :)

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 10:04 am
by SNORKOFOB
Will saves from 0.11.16 work?

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 11:28 am
by Alekthefirst
SNORKOFOB wrote:Will saves from 0.11.16 work?
yes

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 12:02 pm
by albatrosv13
deleted

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 12:25 pm
by FishSandwich
albatrosv13 wrote:
MF- wrote:
kovarex wrote:Because we are perfectionists.
Thanks,
now I can ask you not to confuse "brake" and "break" :)
The OP has the other word in both cases I think.
I still see some ''production-module-usable-only-on-intermeidates=Production module is usable on intermediate products.'' and ''limitation_message_key = "production-module-usable-only-on-intermeidates".
Of course, that doesn't change things in game, because two wrongs make things right in that case :D Dunno if they fixed that in 0.11.17, haven't yet updated.
That's a problem with your locales, a reinstall should fix that.

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 12:30 pm
by albatrosv13
deleted

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 2:23 pm
by Ojelle
Rseding91 wrote:
Ojelle wrote:I doubt its just the artefacts. But I got no clue what slows down how much (robots, belts, inserters, idle furnaces, rail signals,...) (relative to eachother) so ill play slowed at the moment. As long as its above 30UPS I think I can live with it. And what could I submit in the bug report? Its not exactly a bug, but its annoying indeed.
Items on the ground don't have any impact on the UPS. They may make FPS lower if you've got millions on screen.

What hardware do you have? I've got thousands of robots flying around in a huge factory and I get 58/60 FPS/UPS.
I got
i73820 at 3.6GHz
16GB (1366?MHz) ram
GTX680
SSD drive

I trully dont get it whats causing the slowdown if you say you can handle it just fine (asuming your factory is about the same size wich is likely)

This is the detailled info in debug mode:
Entities total 3.8mil active 2.7mil inserters 3900/5500 connectors 10.1mil
chunks total : 38k (and the rest is 38.36.9k)

Do you also got this kind of numbers?
And FPS/UPS 13/40
standard grapic settings with no multisampling and no waiting for vsync

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 5:43 pm
by gothroach
Ojelle wrote:I got
i73820 at 3.6GHz
16GB (1366?MHz) ram
GTX680
SSD drive

I trully dont get it whats causing the slowdown if you say you can handle it just fine (asuming your factory is about the same size wich is likely)

This is the detailled info in debug mode:
Entities total 3.8mil active 2.7mil inserters 3900/5500 connectors 10.1mil
chunks total : 38k (and the rest is 38.36.9k)

Do you also got this kind of numbers?
And FPS/UPS 13/40
standard grapic settings with no multisampling and no waiting for vsync
I have a similar setup and it's very rare I go below 55/55, it's normally 58/58 to 60/60, even with very large factories. Have you checked for background processes eating up cycles or perhaps thermal throttling on your processor?

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 8:25 pm
by Ojelle
Ill try to look it up. In the meantime, could you check how much fps you got in my save? I doubt its that big, but its always possible.
What I did notice is that in taskmngr, my processer doesnt go beyond 13%, so it only uses one thread. In the settings its set to '8'. Could that be part of the problem? Further when I boot, and only start factorio I still got that problem. (13-38fps/ups)


If you like, take a look and tell me your FPS&UPS so I got an idea what I should have.
https://dl.dropboxusercontent.com/u/44440817/Random.zip

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 9:05 pm
by Ekelbatzen
Ojelle wrote:Ill try to look it up. In the meantime, could you check how much fps you got in my save? I doubt its that big, but its always possible.
What I did notice is that in taskmngr, my processer doesnt go beyond 13%, so it only uses one thread. In the settings its set to '8'. Could that be part of the problem? Further when I boot, and only start factorio I still got that problem. (13-38fps/ups)


If you like, take a look and tell me your FPS&UPS so I got an idea what I should have.
https://dl.dropboxusercontent.com/u/44440817/Random.zip
I also only get 7/20 fps/ups when loading your save on zoom 1 (also 13% cpu load), but i have graphic settings on max. My rig is similar to yours but not the same. My guess is that some entity in your factory is used overkill, now is to find what that might be of all the things you use thousands of. :)

Re: Version 0.11.17

Posted: Sat Mar 07, 2015 11:06 pm
by Ojelle
@devs: Are there any known resources hogs? For example a lot of 'unused' roboports connected to a big network on wich there is a high amount of trafic in a relative small part. (but the robot has to calculate all its routs etc etc) I myself dont have a clue what It could be. And I think im getting a bit offtopic.

Edit: and thx Ekelbatzen, now I know I'm not the only one :P (two aint a lot but still ^^)