Anyone managed to make this work after Space Age?
When preloading mimalloc and collecting the stats afterwards it does not seem to do much, neither do I see a bump in UPS. The following is a partial log of capturing mimalloc and factorio stdout/stderr.
49.283 Goodbye
heap stats: peak total ...
Search found 45 matches
- Fri Nov 21, 2025 9:44 am
- Forum: General discussion
- Topic: Large/huge pages support on windows
- Replies: 9
- Views: 5610
- Wed Nov 19, 2025 8:10 pm
- Forum: General discussion
- Topic: Adventures in performance optimization (and new FactorioBox highscore)
- Replies: 3
- Views: 2162
Re: Adventures in performance optimization (and new FactorioBox highscore)
I downloaded the Factorio binaries from factorio.com to circumvent the 32 bit architecture issue with steam. This allowed me to launch Factorio and preloading mimalloc properly. However, looking at mimalloc stats it still does not do much for Factorio. Neither do I see a bump in UPS or FPS.
49 ...
49 ...
- Wed Nov 19, 2025 6:46 pm
- Forum: General discussion
- Topic: Adventures in performance optimization (and new FactorioBox highscore)
- Replies: 3
- Views: 2162
Re: Adventures in performance optimization (and new FactorioBox highscore)
Thanks, this helps a lot indeed.
I'm doing some Shattered planet speedrun, and the UPS drop is massive: I was regularly at 27 UPS (with an AMD 7950X + 4070 super). Using hugepage and mimalloc gives me an extra 10-15 UPS.
If someone want to reproduce the trick on Archlinux:
1. Install mimalloc ...
- Wed Nov 19, 2025 2:20 pm
- Forum: Tools
- Topic: [Linux] Yet another Factorio Launcher (Wayland, mimalloc)
- Replies: 4
- Views: 8071
Re: [Linux] Yet another Factorio Launcher (Wayland, mimalloc)
Does somebody know if this still benefits factorio on the SA DLC? I tried to use mimalloc but it does not seem to do much for me.
- Wed Sep 03, 2025 1:23 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 8641
Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
There's already an alternate setting (smart belt entirely disabled, bells build the same as inserters). Adding more would likely get excessive very fast.
excessive what?
Excessive user experience? I don't see how. It's just variations of belt building, not super confusing for users.
Excessive ...
- Tue Sep 02, 2025 10:57 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 8641
Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Could this become an optional feature in the settings?
Because I really f***** loved this feature! And I'm so sad it's now gone, it completely fitted my playstyle.
Because I really f***** loved this feature! And I'm so sad it's now gone, it completely fitted my playstyle.
- Sun Aug 17, 2025 2:43 am
- Forum: General discussion
- Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
- Replies: 91
- Views: 54924
Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
The older I get the more I think younger generationa smoke crack during their childhood. What am I reading in this thread ...
- Tue Dec 17, 2024 2:54 pm
- Forum: Ideas and Suggestions
- Topic: Agricultural Tower Grid
- Replies: 18
- Views: 4301
- Fri Dec 13, 2024 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Show an alert when a rocket can't path
- Replies: 12
- Views: 2734
Re: Show an alert when a rocket can't path
What it looks like :
With luck I could reproduce the bug today. If space platforms are full they do not always trigger the "cargo full" alert. (I found out today because rocket silo's full with bitter eggs where not launched, after which bitters started to spoil and attack everything, was ...
- Fri Dec 13, 2024 3:07 pm
- Forum: Ideas and Suggestions
- Topic: Silo throughput should increase with quality
- Replies: 7
- Views: 1907
Re: Silo throughput should increase with quality
I personally think that it's oke if it is not so affected by beacon's and speed. It's fine if not everything in the game needs 8 to 12 beacons around it with speed modules to be of full potential in end-game. I would however love it if the quality of the rocket silo would increase the animation ...
- Fri Dec 13, 2024 3:07 pm
- Forum: Not a bug
- Topic: [2.0.20] Silo throughput doesn't scale with quality
- Replies: 11
- Views: 3347
Re: [2.0.20] Silo throughput doesn't scale with quality
I personally think that it's oke if it is not so affected by beacon's and speed. It's fine if not everything in the game needs 8 to 12 beacons around it with speed modules to be of full potential in end-game. I would however love it if the quality of the rocket silo would increase the animation ...
- Tue Dec 03, 2024 10:13 pm
- Forum: Not a bug
- Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
- Replies: 20
- Views: 5946
Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
Recycler setups either need to have larger buffers, so it can go a longer period of time before it clogs, or need to have a way to get rid of excess material caused by the number of heads not exactly equaling the number of tails.
Well, large buffers are apparently not working ;) The error just ...
Well, large buffers are apparently not working ;) The error just ...
- Tue Dec 03, 2024 10:05 pm
- Forum: Not a bug
- Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
- Replies: 20
- Views: 5946
Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
Thanks for the report however I do not believe there is any bug here as I have not seen anyone show a deterministic issue with specific recycling recipes over long periods of test cycles. Random is random, and people interpret that in the short term as unbalanced.
Have you tried a non-quality ...
- Tue Dec 03, 2024 9:33 pm
- Forum: Not a bug
- Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
- Replies: 20
- Views: 5946
Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
Thanks for the report however I do not believe there is any bug here as I have not seen anyone show a deterministic issue with specific recycling recipes over long periods of test cycles. Random is random, and people interpret that in the short term as unbalanced.
Thank you for your time.
Yes ...
- Tue Dec 03, 2024 1:42 pm
- Forum: Not a bug
- Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
- Replies: 20
- Views: 5946
Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
At random, the numbers you're looking at should not even out over time. They should grow proportionally to the square root of the number of crafts.
If you do something N times, each time has a probability p of success, and you see X successes, you do expect to see that X/N is very close to p ...
- Mon Dec 02, 2024 1:54 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 433
- Views: 142230
Re: Gleba has killed the game for me.
Perhaps you could share a picture of your set up so we can figure out what the problem might be?
Sure, here's a pic. It shows that the biochamber has produced almost 4000 products, but the 2 tree farms are empty.
Not shown in the screen shot is a the regular power outage (I took the SS just ...
- Mon Dec 02, 2024 1:14 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 433
- Views: 142230
Re: Gleba has killed the game for me.
Use the yumako mash to nutrients recipe, then the bioflux to nutrients recipe.
I've tried this, but it's not sustainable. There's just not enough resources to provide a sustainable reaction.
There's lots of fuel if you use jellynut trees. Process the jellynuts to jelly in an assembler ...
- Sun Dec 01, 2024 1:09 pm
- Forum: Not a bug
- Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
- Replies: 20
- Views: 5946
Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
Assuming the pRNG is working correctly, this is expected to some degree. It's a random walk .
A good way to test if the pRNG is NOT working correctly is if this is consistent for the same item times of the same quality. If say, epic inserters always have an excess of one ingredient, tested across ...
- Sun Dec 01, 2024 12:57 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 109
- Views: 64869
Re: Friday Facts #438 - Space Age wrap up
A bit late to the party, but I'm gonna miss the dev blogs! Keep up being awesome Wube, I'm excited to see what's next in store, brand new game is very welcome! And I hope there will be more dev blogs about that too!
- Sat Nov 30, 2024 10:44 am
- Forum: Not a bug
- Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
- Replies: 20
- Views: 5946
Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
Yes, google drive link is provided at the end of my original post.