Friday Facts #315 - New test servers

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Friday Facts #315 - New test servers

Post by FactorioBot » Fri Oct 04, 2019 12:52 pm


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Re: Friday Facts #315 - New test servers

Post by Gergely » Fri Oct 04, 2019 12:55 pm

Save and reload each tick...

Talk about being extremely thorough...

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Re: Friday Facts #315 - New test servers

Post by Ubertwink » Fri Oct 04, 2019 12:56 pm

Oh no! i9-10980xe and 3950x get released in November :(

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Re: Friday Facts #315 - New test servers

Post by Deadlock989 » Fri Oct 04, 2019 1:01 pm

Super-interested in the idea of turning off the "base" mod (then maybe the ability to load in a sub-set of base mod features, e.g. terrain).

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Re: Friday Facts #315 - New test servers

Post by pato » Fri Oct 04, 2019 1:04 pm

i wish there would be more action in the game like in this video. I was not aware that just 2 laser turrets and 4 gun turrets could stop so big attacks. biters UP

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Re: Friday Facts #315 - New test servers

Post by Gergely » Fri Oct 04, 2019 1:04 pm

Deadlock989 wrote:
Fri Oct 04, 2019 1:01 pm
Super-interested in the idea of turning off the "base" mod (then maybe the ability to load in a sub-set of base mod features, e.g. terrain).
We used to be able to do that but the game doesn't let us disable the base mod anymore.

If turning it off would technically break mods, why not make each mod that doesn't explicitly state a strong dependency for any mod implicitly require the base mod?

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Re: Friday Facts #315 - New test servers

Post by Unknow0059 » Fri Oct 04, 2019 1:11 pm

Goddamn, Red Alert 2 has a banging industrial soundtrack. I love it.

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Re: Friday Facts #315 - New test servers

Post by PEBKAC » Fri Oct 04, 2019 1:16 pm

Yeah, about modding, any good / recent tutorials out there? I recently wanted to dip my toes in, but I found it terribly hard to get into it. And I'm an IT professional...

Any tips on getting started, anything more descriptive than the default documentation (which, honestly, lack example code), etc?

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Re: Friday Facts #315 - New test servers

Post by maniak1349 » Fri Oct 04, 2019 1:18 pm

'PC junk' (cables, mice, fans, spidertron, keyboards, SSDs, headphones etc.)
Hey! Stop moving it around the shelves and put it where it belongs - into the game. :)

Also whats that?
1.jpg
1.jpg (43.59 KiB) Viewed 3807 times

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Re: Friday Facts #315 - New test servers

Post by TRUEpicness » Fri Oct 04, 2019 1:20 pm

All this running up to 1.0 stuff really feels like an era is nearing its end.
I bet there will be a feeling of satisfaction but also emptiness when the button to release 1.0 is pressed.
Last edited by TRUEpicness on Fri Oct 04, 2019 1:21 pm, edited 1 time in total.
1 more YouTube vid before bed *starts 24hr long vid*

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Re: Friday Facts #315 - New test servers

Post by justK » Fri Oct 04, 2019 1:21 pm

Well, I don't like to look like a mad person, but I was triggered by one of the 'PC junks'.
And yeah, I'm requesting the spidertron photo. And also a story why do you have only one of it for all those PCs? Or it just have enough legs to rule them all?

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Re: Friday Facts #315 - New test servers

Post by Bilka » Fri Oct 04, 2019 1:23 pm

Gergely wrote:
Fri Oct 04, 2019 1:04 pm
Deadlock989 wrote:
Fri Oct 04, 2019 1:01 pm
Super-interested in the idea of turning off the "base" mod (then maybe the ability to load in a sub-set of base mod features, e.g. terrain).
We used to be able to do that but the game doesn't let us disable the base mod anymore.
You can still disable the mod, just not in the GUI. You'd make your complete overhaul by just being incompatible with base.
If turning it off would technically break mods, why not make each mod that doesn't explicitly state a strong dependency for any mod implicitly require the base mod?
Base is already the default dependency, if you state none: https://wiki.factorio.com/Tutorial:Mod_ ... pendencies
maniak1349 wrote:
Fri Oct 04, 2019 1:18 pm
Also whats that?
1.jpg
Potion bottles :)
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

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Re: Friday Facts #315 - New test servers

Post by Deadlock989 » Fri Oct 04, 2019 1:31 pm

Bilka wrote:
Fri Oct 04, 2019 1:23 pm
You can still disable the mod, just not in the GUI. You'd make your complete overhaul by just being incompatible with base.
Image

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Re: Friday Facts #315 - New test servers

Post by juliejayne » Fri Oct 04, 2019 1:36 pm

Oh my, that is your server room.... Ordinary shelving. Window open for cooling. No UPS, or are those the 2 boxea at the bottom. Come on guys you should be doing better than this.

Former Network Manager.

I forgive you so long as you keep producing such an awesome game. But server room... Airco, UPS, sealed temperature controlled room, backup system please.

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Re: Friday Facts #315 - New test servers

Post by matjojo » Fri Oct 04, 2019 1:37 pm

I tried turning off the base mod a couple version back, I think around 1.12, and making a replacement for it, never finished it, the game would crash on the non-existence of stuff before boot every time, I'd add a new definition and try again. I don't remember if I even got the game to load. Maybe it's easier now. No idea.

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Re: Friday Facts #315 - New test servers

Post by maniak1349 » Fri Oct 04, 2019 1:40 pm

Bilka wrote:
Fri Oct 04, 2019 1:23 pm
Potion bottles :)
Those look nice. Where can one get some?
Also are they empty yet or are they empty already? :)

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Re: Friday Facts #315 - New test servers

Post by Bilka » Fri Oct 04, 2019 1:40 pm

matjojo wrote:
Fri Oct 04, 2019 1:37 pm
I tried turning off the base mod a couple version back, I think around 1.12, and making a replacement for it, never finished it, the game would crash on the non-existence of stuff before boot every time, I'd add a new definition and try again. I don't remember if I even got the game to load. Maybe it's easier now. No idea.
It's still difficult. If there is interest, I'd be willing to make a "minimal prototypes needed to load without base" mod.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

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Re: Friday Facts #315 - New test servers

Post by m.stitek » Fri Oct 04, 2019 1:41 pm

Would you be willing to benchmark some CPUs you have to show how Factorio behaves on different CPUs? I'm planning to build new computer and Factorio is basically the only CPU heavy application I use. So I'd love to know how current CPUs handle Factorio, but it's superdifficult to get any relevant information.

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Re: Friday Facts #315 - New test servers

Post by Deadlock989 » Fri Oct 04, 2019 1:43 pm

Bilka wrote:
Fri Oct 04, 2019 1:40 pm
It's still difficult. If there is interest, I'd be willing to make a "minimal prototypes needed to load without base" mod.
Great interest, but very low urgency. Still interested in the Asciitorio/Trontorio ideas that we floated around Discord, but won't get to look at doing it until after 1.0 / late 2020 most likely.

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Re: Friday Facts #315 - New test servers

Post by justK » Fri Oct 04, 2019 1:44 pm

juliejayne wrote:
Fri Oct 04, 2019 1:36 pm
Oh my, that is your server room....
<skipped>
But server room... Airco, UPS, sealed temperature controlled room, backup system please.
I feel your pain, but from my understanding their 'server room' is not actually a 'server' room, it is just a room where a few PCs doing few dedicated tasks on demand. I mean, it looks like they have all these PCs just for running tests and maybe their SVN system hosting (if it is not hosted online, which is likely because they have staff worldwide), so there is no rush for 99.99, it is likely they are happy if it just works when they have demand for it
Last edited by justK on Fri Oct 04, 2019 1:45 pm, edited 1 time in total.

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