Search found 45 matches
- Mon Oct 04, 2021 3:02 pm
- Forum: Releases
- Topic: Version 1.1.41
- Replies: 10
- Views: 13257
Re: Version 1.1.41
Hmm ... such large impact on saving time is strange though. We tried to optimize it a lot, a got it to additing just 50% time to tile saving, which often accounts for 10% of the saving time (so the tile validation would increase total saving time by just 5%) Anyhow, the corruption is a once in many...
- Sun Oct 03, 2021 6:20 am
- Forum: Releases
- Topic: Version 1.1.41
- Replies: 10
- Views: 13257
Re: Version 1.1.41
I just updated factorio from 1.1.39 to 1.1.41. Straight away I've noticed that saving/autosaving is taking a lot longer most of the time. On my gigabase (heavily modded) the autosave used to take around 2-3 seconds. Since updating the autosave time is not only longer but very inconsistent. Usually ...
- Sat Oct 02, 2021 9:13 am
- Forum: Releases
- Topic: Version 1.1.41
- Replies: 10
- Views: 13257
Re: Version 1.1.41
I just updated factorio from 1.1.39 to 1.1.41. Straight away I've noticed that saving/autosaving is taking a lot longer most of the time. On my gigabase (heavily modded) the autosave used to take around 2-3 seconds. Since updating the autosave time is not only longer but very inconsistent. Usually t...
- Tue Mar 23, 2021 4:07 pm
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 6859
Re: Extreme modded mining drills, still hurting UPS
I've posted a bug report about that years ago but it was never changed. As far as i understand the precise behavior is not "one craft per tick" but "reduce progress by 100% if it was over 100% and then produce one recipe output". Thus for machines "faster than possible"...
- Mon Mar 22, 2021 5:53 pm
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 6859
Re: Extreme modded mining drills, still hurting UPS
Dunno what the recipe duration there is, but as far as i know assemblers can only craft one recipe cycle per tick? I edited that part of my post, turns out the 'ore amount' setting doesn't quite behave linearly as I'd expect. With it set to 1, recipe time is 7sec give or take, with it set to 100 re...
- Mon Mar 22, 2021 4:46 pm
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 6859
Re: Extreme modded mining drills, still hurting UPS
Deep Quarry is hopelessly outdated by now. I rewrote the entire thing for percentage based recipes with 0.15: https://mods.factorio.com/mod/DeepMine Aha! Factorio modding community to the rescue once again! I downloaded the DeepMine mod. Straight away I'm loving the random resource production, I'm ...
- Sat Mar 20, 2021 11:10 pm
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 6859
Re: Extreme modded mining drills, still hurting UPS
I think it just might be limits of the engine for the time they take. Yes this is what I suspected myself but I feel much better now I have some second opinions. I am trying it out with infinite chests instead of mining drills and it seems to be working in terms of fixing the UPS hit. The only thin...
- Sat Mar 20, 2021 10:27 pm
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 6859
Re: Extreme modded mining drills, still hurting UPS
For these reasons the savefile might not be much use but I have attached it anyway. If you wanted to replicate these circumstances it might be easier to just go into sandbox mode with the omega drills mod and slap down a few dozen of them. doesn't work for me, i have more than 400 drills using less...
- Sat Mar 20, 2021 10:03 am
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 6859
Re: Extreme modded mining drills, still hurting UPS
But the issue appears to be the ore or interactions with the ore field, not the number of drills. Yes that's exactly my point. Which reminds me - Ormy are you outputting to belts or to something with an inventory, like a chest? Might be worth playing with that to see if it makes a difference - Mini...
- Sat Mar 20, 2021 1:37 am
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 6859
Re: Extreme modded mining drills, still hurting UPS
If you care about the production statistics, how about assemblers that "produce" ore for free? ... Makes me want to see an actual measurement of the efficiency of infinity chests though. I don't care about the production statistics for the ore (I can still see a correct consumption statis...
- Sat Mar 20, 2021 1:24 am
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 6859
- Fri Mar 19, 2021 9:11 pm
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 6859
Re: Extreme modded mining drills, still hurting UPS
At a thought, I wonder if all the time is spent because every drill needs to iterate over the ore patch every time it ticks. Before it mines, it needs to go through all the resource spots it touches and figure out which one to work on (so it can determine if it needs fluid prior to starting). Once ...
- Fri Mar 19, 2021 8:43 pm
- Forum: Gameplay Help
- Topic: Extreme modded mining drills, still hurting UPS
- Replies: 24
- Views: 6859
Extreme modded mining drills, still hurting UPS
I'm building a gigabase just to push the game to its limits, see what breaks when numbers get huge. Long story short I'm using many cheats (stack size multiplier, bot carry capacity, production modules for rail, infinite ore patches etc) and the console to place ore patches. When UPS becomes a probl...
- Fri Mar 19, 2021 8:09 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 10k SPM bot-free train-heavy modular base
- Replies: 8
- Views: 25891
Re: 10k SPM bot-free train-heavy modular base
Loving this, similar to my gigabase I've been working on since late 2019. I too use a modular/cell oriented base inspired by the same video you linked to. However I am using bots for transport within each cell rather than belts, each cell is its own contained logistic network, bots never cross betwe...
- Tue Feb 16, 2021 8:55 pm
- Forum: Technical Help
- Topic: Annoying UI inconsistency
- Replies: 3
- Views: 1471
Re: Annoying UI inconsistency
I can't reproduce what you say, return closes and confirms both dialogs for me. Are you playing on the latest version of the game? The behaviour you describe may have been fixed with the fix for https://forums.factorio.com/95845. You're right, I was running 1.1.14, fixed in latest version. I did a ...
- Tue Feb 16, 2021 6:23 pm
- Forum: Technical Help
- Topic: Annoying UI inconsistency
- Replies: 3
- Views: 1471
Annoying UI inconsistency
Preface: I wasn't sure whether to put this thread in bug reports or in ideas & suggestions, so I gave up and put it here, can a mod please move it to wherever you think best. There is a UI inconsistency that has been bothering me for a while, the steps to show it are quite simple. Place a consta...
- Tue Sep 01, 2020 9:06 pm
- Forum: Logistic Train Network
- Topic: Trains trying to pick up items from REQUEST station
- Replies: 9
- Views: 4261
Re: Help - LTN Train Network attempting to pick up from request stops and provide to both request and provider stops
Set provide priority on the requesting stops to -1. Works for me.
- Sat Aug 22, 2020 12:00 pm
- Forum: Mods
- Topic: [0.14-1.1] Infinizoom - zoom without limits
- Replies: 12
- Views: 19307
Re: [0.14+] Infinizoom - zoom without limits
I just updated to the latest version of this. After binding infinizoom in/out to mousewheel up/down and setting the normal zoom in/out to unbound, everything seems to be working great. Other scroll wheel functions (that I know about and use) are fine, zooming works great in normal view and map view....
- Tue Dec 10, 2019 10:59 am
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 50156
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Holy crap, what a FFF! It's like you guys read my mind and got to all of the things I could have hoped for all in one week! :D If I could just ask one more tiny thing. With the sound redesign, could the "listener" be changed to the engineer instead of the camera? I spend so much of my tim...
- Thu Dec 05, 2019 4:03 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 27022
Re: Friday Facts #323 - Animated water
If you're looking for a super-efficient animation technique, you could consider colour cycling. This one's a bit of an intro: The Lost Art of Color Cycling (Youtube) This one is by far one of my favourite talks about early animation techniques: A GDC talk by Mark Ferrari, an expert artist who emplo...