Friday Facts #150 - New Terrain Experiments
Friday Facts #150 - New Terrain Experiments
Weekly dose of Factorio news is here: http://www.factorio.com/blog/post/fff-150
Re: Friday Facts #150 - New Terrain Experiments
Will different biomes affect the gameplay? Or is it just aesthetic?
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- Burner Inserter
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Re: Friday Facts #150 - New Terrain Experiments
Code: Select all
start update thread(); //update all the entities: update the game state for 0, 1 or more ticks so we get 60 UPS
Re: Friday Facts #150 - New Terrain Experiments
That red desert sure looks nice!
Like imajor asked, while reading I came to the idea that it may be nice to put new ores - if you ever plan on doing some - or other resources especially in one biome. There's something like that already in the game, in that it's way more difficult to find wood in the desert (although, of course, wood isn't really important in vanilla Factorio, especially in bigger quantities). Just an idea; something like that should of course only be for stuff you need very late in the game, or that's some luxury you don't need to progress.
Other than that, less CPU usage sounds great! That does mean that bigger factories with the same hardware are possible, doesn't it? Pretty sure we came to a halt on a factory because of my CPU.
Thanks for the new FFF! I'm very curious about the next FFF, and what your plans for the next two updates might be
Like imajor asked, while reading I came to the idea that it may be nice to put new ores - if you ever plan on doing some - or other resources especially in one biome. There's something like that already in the game, in that it's way more difficult to find wood in the desert (although, of course, wood isn't really important in vanilla Factorio, especially in bigger quantities). Just an idea; something like that should of course only be for stuff you need very late in the game, or that's some luxury you don't need to progress.
Other than that, less CPU usage sounds great! That does mean that bigger factories with the same hardware are possible, doesn't it? Pretty sure we came to a halt on a factory because of my CPU.
Thanks for the new FFF! I'm very curious about the next FFF, and what your plans for the next two updates might be
Re: Friday Facts #150 - New Terrain Experiments
Doubt it, hasn't been a thing in the past either.imajor wrote:Will different biomes affect the gameplay? Or is it just aesthetic?
Anyway, good stuff, a little more variation in the browns and more browns can't hurt! Would like to see a bit more consistent terrain generation though, so less segmentation (Even on an alien planet, I doubt that desert > grassland > desert is a logical pattern) and more style.
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Re: Friday Facts #150 - New Terrain Experiments
The last picture in the news is broken for me on steam.
http://steamcommunity.com/games/427520/ ... 8800542433
http://steamcommunity.com/games/427520/ ... 8800542433
- brunzenstein
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Re: Friday Facts #150 - New Terrain Experiments
I like that in Version:
0.13.14 - Date: 05. 08. 2016 - automatic updated for Mac
Optimizations: - Significantly reduced the high CPU usage caused by the main loop logic from 0.13.10.
0.13.14 - Date: 05. 08. 2016 - automatic updated for Mac
Optimizations: - Significantly reduced the high CPU usage caused by the main loop logic from 0.13.10.
Re: Friday Facts #150 - New Terrain Experiments
Its fine for me, must be a local steam cache issue, as the image is hosted on their CDNdevilwarriors wrote:The last picture in the news is broken for me on steam.
http://steamcommunity.com/games/427520/ ... 8800542433
Re: Friday Facts #150 - New Terrain Experiments
Thanks again for the updates dev team! Really looking forward to the multiplayer rewrite. (Crossed fingers for a ban list seperate from the map files!)
I don't know about you but wood is always important to me as a resource in vanilla!GewaltSam wrote:(although, of course, wood isn't really important in vanilla Factorio, especially in bigger quantities)
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Re: Friday Facts #150 - New Terrain Experiments
Great FF this week! Always love to hear about performance optimizations and possibly more UPS gain.
New terrain would be great and would add a lot to the game, at least visually! The initial previews look nice, that reddish brown is great looking. Would be awesome if some new type of resource was added in the new biomes as well.
New terrain would be great and would add a lot to the game, at least visually! The initial previews look nice, that reddish brown is great looking. Would be awesome if some new type of resource was added in the new biomes as well.
Re: Friday Facts #150 - New Terrain Experiments
Nice!
I still favor the bot flight mechanics being reworkedabove terrain
Maybe the bots can be in 0.15?
I still favor the bot flight mechanics being reworkedabove terrain
Maybe the bots can be in 0.15?
Re: Friday Facts #150 - New Terrain Experiments
The doodad textures look a bit hazy, but I think the whole feel goes well with the trains; it has that wild west colour scheme going on and all. Definitely needs more yeti's though.
Re: Friday Facts #150 - New Terrain Experiments
How about a swampy biome, one that would actually affect gameplay by slowing players down and perhaps even disallowing building?
Re: Friday Facts #150 - New Terrain Experiments
Those ain't good things.Rahjital wrote:How about a swampy biome, one that would actually affect gameplay by slowing players down and perhaps even disallowing building?
Re: Friday Facts #150 - New Terrain Experiments
I don't know how many people still use single core machines (I don't) - but using 100% of the CPU is a very bad idea on single core machines. It makes everything sluggish, and could lead to starvation of certain resources that aren't getting the CPU time they need.To eat CPU or not to eat CPU
Because of the way it was written initially, the loop would eat up 100% of one CPU core. While it was quickly fixed for the headless server, our office was divided into two camps that would argue whether the main game should use as much CPU as possible to squeeze the best performance possible or sleep when possible to conserve CPU. You can read some more about this problematics. In 0.13.14 there will be a solution which uses much less CPU while sacrificing very little UPS.
It's less of a concern on multi-core machines, but still something to think about.
Re: Friday Facts #150 - New Terrain Experiments
Seems like a bad idea for multicore too, in case something needs to use all cores to run properly for whatever reason. Or if there's another process that can't access the other cores and is stuck having to put up with Factorio stealing it's wind.
Just generally using 100% of available processing power doesn't seem like such a good idea.
Just generally using 100% of available processing power doesn't seem like such a good idea.
Re: Friday Facts #150 - New Terrain Experiments
Why not add an option? On some large maps you might have to use all available performance.
- ChurchOrganist
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Re: Friday Facts #150 - New Terrain Experiments
Really looking forward to the 0.14/0.15 roadmap.
The new biomes look good, but I think it would be a great idea to be able to specify the dominant biome during map creation, so that you can have worlds that are mainly desert, mainly grassland, or mainly tundra etc
The new biomes look good, but I think it would be a great idea to be able to specify the dominant biome during map creation, so that you can have worlds that are mainly desert, mainly grassland, or mainly tundra etc
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Re: Friday Facts #150 - New Terrain Experiments
why the Dolphin again...?
Re: Friday Facts #150 - New Terrain Experiments
Yep, as a huge fan of deserts and tundras in games the new biomes are great news. Really hope there are some gameplay implications, so that it would bolster trains as a necessity. Large biomes long apart, with various benefits and shortcomings to inhabiting each, requiring the player to have outposts in each for maximum efficiency.ChurchOrganist wrote:Really looking forward to the 0.14/0.15 roadmap.
The new biomes look good, but I think it would be a great idea to be able to specify the dominant biome during map creation, so that you can have worlds that are mainly desert, mainly grassland, or mainly tundra etc