Search found 587 matches
- Thu Jul 11, 2019 11:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
- Replies: 11
- Views: 5955
Re: [0.17.54] UDP Receive queue may overflow on Windows
Insightful read. I had no idea bout this. FWIW, just set the receive buffer size in software all the time. The defaults are the biggest pain in the neck for cross-platform and cross-version support. Just thank everything that you don't have to support 23 obscure Unix varieties with this, each with ...
- Thu Jul 11, 2019 11:30 pm
- Forum: Combinator Creations
- Topic: Dry Ore Patch Train Restrictor
- Replies: 29
- Views: 11049
Re: Dry Ore Patch Train Restrictor
Why not simply wire up the last few belts before the buffer chest in read-only/hold mode and then enable the station when: a) buffer chest >= train size or b) (buffer chest > 0) && (belts == 0) That's nice when you are sure that power is constant, if it runs too low like 25% for 5 minutes, ...
- Thu Jul 11, 2019 11:25 pm
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 18476
Re: Friday Facts #302 - The multiplayer megapacket
This is all great but where are the blueprint library improvements we have been promised for version 0.17, it's now version 0.17.54 and still no blueprint library improvements that were promised. Coming later. ...or possibly soon, or possibly never. Development plans are a best guess at what will b...
- Thu Jul 11, 2019 11:23 pm
- Forum: Gameplay Help
- Topic: 0.17 Train Station Behavior
- Replies: 17
- Views: 3975
Re: 0.17 Train Station Behavior
As for the map in question, the dedicated rail station works just fine for now. As the map grows I may revisit the suggestions here. That is 100 percent of my advice on how everyone should "do trains" - at least, until they know why it isn't the right advice for them. :) IIRC, the wiki wa...
- Thu Jul 11, 2019 11:20 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 112529
Re: [MOD 0.15] AAI Industry
Question on power output/efficiencies. The burner turbine is a first step for power. But It seems to output more then a steam boiler+2 steam engines? Was looking at the play-through Xterm is doing, and he is only using the burner turbines instead of moving to steam. Pollution output is much higher,...
- Wed Jul 10, 2019 9:59 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 29111
Re: A Case for Balancing Nuclear Power
* Steam is a fluid; you could even make it at a satellite plant, pipe it to trains, stockpile it in your base for when it is needed! It is imho always cheaper to run one fucking large electricity network all over the map and have just one central power location. I'm not saying it is a good idea, ju...
- Wed Jul 10, 2019 9:58 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 29111
Re: A Case for Balancing Nuclear Power
No, it's not "negligible", it's O(1), it's a fixed cost. UPS cost of solars is independant of the number of cells you have. THIS is why megafactories use it, and this is why nothing can beat for megafactories. No amount of optimization or buffing can make nuclear cost independant of the n...
- Wed Jul 10, 2019 9:57 pm
- Forum: Ideas and Suggestions
- Topic: Database of Replays for Machine Learning
- Replies: 12
- Views: 3417
Re: Database of Replays for Machine Learning
I am a Deep Learning Engineer who has started experimenting with Deep Reinforcement Learning on Factorio. ...did your ethics board sign off on this? Because I'm gonna guess you either don't have one, or didn't tell them you were planning to push for an opt-out on people literally all the world arou...
- Wed Jul 10, 2019 9:52 pm
- Forum: Ideas and Suggestions
- Topic: Ctrl+Click Craft for Stack
- Replies: 17
- Views: 3699
Re: Ctrl+Click Craft for Stack
The bindings really don't matter so much, but the ability to say "one stack" is very useful. A tiny number of specific things: landfill, ammunition, etc, are sometimes useful to handcraft at any point in the game. Sure, you could go fetch most of them from a mall, but it can be easier to c...
- Wed Jul 10, 2019 9:48 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 23019
Re: [MOD 0.16] Diesel Locomotive
Yeah, wasn’t quite sure how to handle that as evildogbot100 added me as collaberator to the original mod page. We’ll talk it over real fast and figure out the best path forward. Well, them editing the 0.16 out of the subject line would solve the problem too. :) Tell them I think their work is aweso...
- Wed Jul 10, 2019 4:24 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 188
- Views: 72523
Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines
I open my menue and see X new tabs with XXXXX new items to craft. Do i need to set a reciepe in the recylcer? Cant it just automatic react to whats inserted? And if it cant deconstruct it, just output it? The interface that the mod uses, and the interaction with recycling machines is exactly the sa...
- Wed Jul 10, 2019 4:21 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 112529
Re: [MOD 0.15] AAI Industry
Question on power output/efficiencies. The burner turbine is a first step for power. But It seems to output more then a steam boiler+2 steam engines? Was looking at the play-through Xterm is doing, and he is only using the burner turbines instead of moving to steam. Pollution output is much higher,...
- Wed Jul 10, 2019 4:20 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 23019
Re: [MOD 0.16] Diesel Locomotive
Evildogbot100 has allowed me to update this mod for 0.17. Awesome. I'll try this out, but may I suggest: create a new top level thread for your update? I almost ignored this, but was curious to see how you handled some issues, because 0.16 isn't the version I'm playing. Pointing to this thread for ...
- Wed Jul 10, 2019 4:17 pm
- Forum: Logistic Train Network
- Topic: Combined output signals at stations, for when mods add approximately a million trains and wagons?
- Replies: 3
- Views: 2081
Combined output signals at stations, for when mods add approximately a million trains and wagons?
Well, that might be a slight exaggeration, but they can definitely add quite a few. I'd like to trigger behaviour when a locomotive was present in a position, for any value of locomotive. Right now that involves seven different signals (Train & Fuel overhaul, Realistic Electric Trains) for diffe...
- Wed Jul 10, 2019 4:05 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 29111
Re: A Case for Balancing Nuclear Power
A smart reactor needs one steam tank connected to one of the middle lines of heat exchangers and steam turbines. You don't even need a steam tank per reactor. The effect on UPS for that one added tank should be negible. A nuclear power "facility" is to generate consistent electricity to t...
- Wed Jul 10, 2019 3:48 pm
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 18476
Re: Friday Facts #302 - The multiplayer megapacket
It does apply to the small scale since the big packet can still be generated, but the bug it's self is very rare, hence it only realistically shows with 200 players. Also with less players it's easy for the server and the clients to 'absorb' the bandwidth spike. So it's possible your problem got fi...
- Tue Jul 09, 2019 5:03 pm
- Forum: Gameplay Help
- Topic: 0.17 Train Station Behavior
- Replies: 17
- Views: 3975
- Tue Jul 09, 2019 5:00 pm
- Forum: General discussion
- Topic: CPU performance benchmarks
- Replies: 169
- Views: 88416
Re: Anyone Ryzen Benchmarks?
I would expect a game like Factorio to be memory-latency bound. AMD Ryzen has ~70ns of DRAM -> Register latency. Intel Skylake has~45ns of DRAM -> Register latency. Basically, the optimization focus for modern systems is to focus on these "latency hiding" features of modern CPUs. Do whate...
- Tue Jul 09, 2019 10:55 am
- Forum: Show your Creations
- Topic: [0.17] My Defences Bluesprints
- Replies: 11
- Views: 8969
Re: [0.17] My Defences Bluesprints
... Thanks for the reply, I will have a think on those points, particularly the double wall. I need to work out when I get the dragons teeth placed - is it before the big biters that would "bite-through". Up to you, but basically the biggest biters have an attack range of two tiles, so a ...
- Tue Jul 09, 2019 10:52 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 27148
Re: [MOD 0.16.x] NiceFill
Thanks! Nice stuff. My current game already has the good surface, thankfully, since I wanted to test it “in production” not just the editor. :) Appreciate the work you did on fixing this, too, and on building it. Quick check: I am 99.9 percent sure from the code this’ll work with mods that add extr...