Search found 80 matches
- Mon Oct 28, 2024 2:15 pm
- Forum: News
- Topic: Friday Facts #434 - Galaxy of Fame
- Replies: 46
- Views: 9530
Re: Friday Facts #434 - Galaxy of Fame
I have not purchased the expansion just yet due to watching streamers playthroughs as I want to see what I am getting into. Never, in my life of the 40 years of being alive, have I seen an expansion that gives 5x-10x more game-play value than the base game. Imaging if MMOs companies did that? You ha...
- Sat Aug 17, 2024 11:03 am
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 2291
Re: 64-bit integer limit
If the entire 64-bit pool was utilised, it would require super-computer level memory space. All my stacks at 2 billion eat up about 10 GB of memory space, but 64-bit integers are 1.8 duodecillion. No possible home machine can even begin to have that kind of memory capacity (~1-4 exabytes). That's n...
- Wed Aug 14, 2024 5:00 pm
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 45
- Views: 32879
Re: Factorio price increase - 2023/01/26
I just want to weigh i non this, and I fully support this pricing. I bought a game back in Janurary for 75 CAD on steam, and it is so broken and buggy that it should not have been sold for that insane price (Cities Skylines II). At least this game worked 100% with full modding out of the box since d...
- Wed Aug 14, 2024 2:33 pm
- Forum: Off topic
- Topic: How did you discover Factorio?
- Replies: 76
- Views: 78970
Re: How did you discover Factorio?
A former friend gifted it to me on Steam randomly and said "let's play together".
- Wed Aug 14, 2024 2:01 pm
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 2291
Re: 64-bit integer limit
The biggest thing is actually to do with FFF 402 and compressing my data streams to only 1 signal so it will not interfere with other information in the data stream, this issue also arises however when wanting to store a particularly large value. I'd recommend using a mod that adds more virtual sig...
- Wed Aug 14, 2024 1:03 pm
- Forum: Technical Help
- Topic: My UPS/FPS very slow
- Replies: 14
- Views: 1246
Re: My UPS/FPS very slow
Cities Skylines II can use up to 64-cores/threads, but to what I have noticed with my Ryzen 9 7950x is that across all 32 logical cores, the game still performs like a cement truck drag-race compared to, let's say, Team Fortress 2, which is built on the 2007 source engine, or another game I play is ...
- Wed Aug 07, 2024 8:28 pm
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 2291
Re: 64-bit integer limit
No thanks, I do not want to invest in a server that will require 4 terabytes of memory due to the integers flooding the memory pool. 32-bit is just fine for most circumstances in this game. I have all my stacks at 2 billion, and that is suffice for me as I play this game with stupidly huge values.
- Wed Aug 07, 2024 8:04 pm
- Forum: Outdated/Not implemented
- Topic: [Performance, FFF #421] Potential fix for Electric Network multi-threading issue [Good faith repost]
- Replies: 5
- Views: 755
Re: [Performance, FFF #421] Potential fix for Electric Network multi-threading issue [Good faith repost]
Processor multithreading is not feasible with games as it will have very little benefits. I know this because I have Cities Skylines II, which can use up to 64 cores, and even though my ryzen 9 7950x 16cores/32threads are fully used, the performance is absolutely horrid as there is more thrashing go...
- Wed Aug 07, 2024 7:43 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 22005
Re: Friday Facts #421 - Optimizations 2.0
I do understand why this game will not utilise multicore. I have Cities Skylines II, which can use up to 64 cores and with my ryzen 9 7950x (16-cores/32-threads), it is a freaking mess trying to execute all of those threads for so little gain and also causes a lot of thrashing. I do not understand w...
- Wed Aug 07, 2024 5:54 pm
- Forum: Technical Help
- Topic: [1.1.107] modded - Low FPS/High UPS
- Replies: 4
- Views: 543
Re: [1.1.107] modded - Low FPS/High UPS
I have the same issue, but it is because my DDR3-1866 LRDIMMS are running in 6-channel mode and my DDR5-5200 UDIMMS are in dual-channel mode, so my server is much faster theoretically due to a high bandwidth, also, my DDR5 has a cas of 40, or something like that, whereas my xeon server has a cas of ...
- Thu Dec 28, 2023 7:33 pm
- Forum: Gameplay Help
- Topic: Building queue rearrange
- Replies: 3
- Views: 759
Re: Building queue rearrange
Just to warn you, hand crafting speed modules and low-density structures will take a very, VERY long time. I suggest automating everything to speed up the process substantially.
- Thu Dec 28, 2023 7:28 pm
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 22999
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
I personally do not believe anything from social media now as AI can pretty much say or do anything (Like Reddit votes, or X-platforms tweets). I know how scary AI is as I had a linux box with an AI processor in I and was able to generate very convincing, yet fabricated results. So yea, the WUBE dev...
- Wed Dec 27, 2023 7:00 am
- Forum: Outdated/Not implemented
- Topic: Increase the absolute max stack size within the integers.
- Replies: 2
- Views: 650
Re: Increase the absolute max stack size within the integers.
I figured as much. I guess using integers of that size will require memory space in the terabytes....
- Wed Dec 27, 2023 2:59 am
- Forum: Releases
- Topic: Version 1.1.101
- Replies: 3
- Views: 18227
Re: Version 1.1.101
Bugfixes Fixed a crash when entering bad number values in some input fields. (https://forums.factorio.com/110140) Fixed a crash when removing an item that is being used to hand craft a recipe while also changing the recipe to take fluid ingredients. Fixed a crash when defining a recipe that takes z...
- Thu Dec 21, 2023 2:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.100] Crash opening inventory with large stacks (FloatCast)
- Replies: 5
- Views: 994
Re: [1.1.100] Crash opening inventory with large stacks (FloatCast)
Awesome! Thanks for doing this. You are all the best.
- Thu Dec 21, 2023 1:42 pm
- Forum: Outdated/Not implemented
- Topic: Increase the absolute max stack size within the integers.
- Replies: 2
- Views: 650
Increase the absolute max stack size within the integers.
As it states, would it be possible to go up to, let's say a quintillion, or decellion? Assuming the memory footprint will permit such a thing.
- Thu Dec 21, 2023 12:09 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Game Save File and -Speed Related Suggestions
- Replies: 19
- Views: 9107
Re: Game Save File and -Speed Related Suggestions
I use windows server 2022 21H2 and my game server(s) are stored on a 15,000 RPM SAS hard drive. So saving is lightning quick. The server hardware is very slow (DDR3-1600 with i7-4790k @4.60ghz) compared to my Ryzen 9 7950x with DDR5-5200 setup. The bottleneck for me is the i7 and the DDR3. Where I n...
- Thu Dec 21, 2023 11:46 am
- Forum: Outdated/Not implemented
- Topic: Tiled Blueprints Sizing - simple & nice
- Replies: 4
- Views: 977
Re: Tiled Blueprints Sizing - simple & nice
I personally did not think it was even possible to achieve such a thing as blueprints are stored statically within the game data. Perhaps one day a dynamic storage space in this game will be possible.
- Thu Dec 21, 2023 5:00 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.100] Crash opening inventory with large stacks (FloatCast)
- Replies: 5
- Views: 994
Re: [1.1.100] Crash opening inventory with large stacks (FloatCast)
so pretty much I am having an integer overflow, right? Thanks for the information. You devs are incredible when it comes to stuff like this.
- Wed Dec 20, 2023 11:38 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.100] Crash opening inventory with large stacks (FloatCast)
- Replies: 5
- Views: 994
[1.1.100] Crash opening inventory with large stacks (FloatCast)
As the title states: Before I played this game with multiple 2 billion stacks without issue, now with something in the lines of a ~300 million stack, upon using the 'E" key will cause an unknown error to occur due to crashing. I can access the inventory if I use a machine without issue. What is...