Search found 176 matches
- Sat Aug 01, 2020 10:58 am
- Forum: Implemented in 2.0
- Topic: Fix Landfill Blueprinting
- Replies: 23
- Views: 6078
Re: Blueprints with entities on top of landfill should not need to be placed more than once when building on water.
+1 i totally agree in recent versions (0.18.38) If Train can be placed over a rail (2 ghost entities one over other) at once through a blueprint, why anything over a land landfill cannot placed, why no ghosts over landfill ghosts. :evil: is there a mod that does this with landfill , please suggest
- Sat Aug 01, 2020 10:46 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Obstacles
- Replies: 0
- Views: 441
Blueprint Obstacles
when there an obstacle for placing a blueprint 1) Please , list all the obstacles at once (like trees, fast belt, electric pole in the way).. not like first belts and than trees and then belt and then somethings else... 2) i have bit bigger and complex print, when placing it , it says the rail signa...
- Tue Jul 28, 2020 7:19 am
- Forum: Ideas and Suggestions
- Topic: Let the car and tank move like the player (omnidirectional wheels)
- Replies: 54
- Views: 13345
Re: Let the car and tank move like the player (omnidirectional wheels)
when base gets bigger , using the car and driving through the obstacles is more inconvenient that just running with more exos is justifiable. yet, it is impossible even for Captain America to run every where. either running or driving , getting to other end of the map is a hassle. i feel an improvem...
- Sun Jul 26, 2020 2:29 pm
- Forum: Technical Help
- Topic: CPU bottleneck-# of cores or frequency
- Replies: 8
- Views: 2889
Re: CPU bottleneck-# of cores or frequency
As with virtually every game out there: newer manufacturing processes and higher clock speeds are what makes it run fastest. would you recommend a CPU (desktop), that would handle the game very well i9-10900K > i9-9900K > i7-10700K > i7-9700K > i5-10600K > i5-9600K (these are the recent ones, some ...
- Sun Jul 26, 2020 2:26 pm
- Forum: Technical Help
- Topic: CPU bottleneck-# of cores or frequency
- Replies: 8
- Views: 2889
Re: CPU bottleneck-# of cores or frequency
Actually I went a little too fast. I should have written that what matters is memory bandwidth and latency for RAM (in that order). For CPU, single threaded speed, and cache performance matter. When I say cache performance, it's a mix of latency and size. high latency cache access (which is an inev...
- Sun Jul 26, 2020 1:13 pm
- Forum: Technical Help
- Topic: CPU bottleneck-# of cores or frequency
- Replies: 8
- Views: 2889
- Sun Jul 26, 2020 11:59 am
- Forum: Technical Help
- Topic: CPU bottleneck-# of cores or frequency
- Replies: 8
- Views: 2889
Re: CPU bottleneck-# of cores or frequency
You need a few cores-high-frequency, but most important, you need low latency access to memory (so a fast memory, and intel is still better than AMD up to now). There are several threads on this topic if you're willing to make a search. Or if you're too lazy to search, you can read more here : http...
- Sun Jul 26, 2020 11:44 am
- Forum: Ideas and Suggestions
- Topic: Let the car and tank move like the player (omnidirectional wheels)
- Replies: 54
- Views: 13345
Re: Let the car and tank move like the player does
I would never say „impossible”, I think nearly everyone can learn to drive a car and a train (it’s the same logic. By saying this is impossible and we need to have something else you forget the millions of players that managed to learn it. The car etc. in Factorio is meant as a challenge. And by ad...
- Fri Jul 24, 2020 11:45 am
- Forum: Technical Help
- Topic: CPU bottleneck-# of cores or frequency
- Replies: 8
- Views: 2889
CPU bottleneck-# of cores or frequency
Hi, I am playing factorio for quite a while now, I use core i5 6300HQ running at 2.9GHz. as i have noticed the fps in the game drops below 60, even though the game uses around 40% of CPU. my base is getting bigger and the update screen (f5) is shown below pppp.png if someone knows, what affects the ...
- Wed Jul 08, 2020 6:15 am
- Forum: Ideas and Suggestions
- Topic: STEAM SUPERHEATER
- Replies: 10
- Views: 2998
Re: STEAM SUPERHEATER
i think the current steam setup is simple enough for the startJimBarracus wrote: ↑Tue Jul 07, 2020 11:23 amI miss the old boilers.
I guess the game needs a simple way to produce power for the start.
and i wrote this post, to indicate that steam is less complex and it can have more complexity as the game progresses
- Sat Jun 27, 2020 2:58 am
- Forum: Technical Help
- Topic: fps drops but cpu< 50%
- Replies: 10
- Views: 3440
Re: fps drops but cpu< 50%
If it only drops with lots of stuff on screen, you might actually achieve something with reducing the graphics settings. Give it a go! And as I said before, if you want more technical expertise, you will have to provide the save file and your logfile so some technical experts can take a look. hey t...
- Thu Jun 25, 2020 4:04 am
- Forum: Technical Help
- Topic: fps drops but cpu< 50%
- Replies: 10
- Views: 3440
Re: fps drops but cpu< 50%
It appears that FPS is capped by the UPS not reaching 60. UPS measures updates of the game state (known as tick) per second. Normally the game tries to update the state 60 times per second, so that each changed state can be drawn by the GPU on screen. If the update takes more than 1s/60 = 16.667ms,...
- Wed Jun 24, 2020 6:37 pm
- Forum: Technical Help
- Topic: fps drops but cpu< 50%
- Replies: 10
- Views: 3440
Re: fps drops but cpu< 50%
According to this data, everything is OK: In the top right you see that both FPS (frames per second) and UPS (updates per second) are at 60. A screenshot that shows where one of them drops considerably would be more insightful. For FPS it might depend on zoom level and what is shown on screen. If y...
- Tue Jun 23, 2020 7:56 am
- Forum: Ideas and Suggestions
- Topic: STEAM SUPERHEATER
- Replies: 10
- Views: 2998
STEAM SUPERHEATER
hi, this topic might have been discussed earlier with a different title. the nuclear setup has its own challenges and beauty to it as it has many real world factors built in to it. but the steam engine , kind of less interesting. my suggestion is to include a item called a "super heater" w...
- Mon Jun 22, 2020 3:03 pm
- Forum: Gameplay Help
- Topic: even distribution of ore between stations of same name
- Replies: 27
- Views: 6338
Re: even distribution of ore between stations of same name
hi, Got a new layout idea on the thought of increase the throughput, in this design , trains can access the stations in more than one routes at the same time. the drawbacks are, because of lack of stacker ... sequential enabling and even filling tricks cannot be used ...disabling the stations severe...
- Mon Jun 22, 2020 11:10 am
- Forum: Technical Help
- Topic: fps drops but cpu< 50%
- Replies: 10
- Views: 3440
Re: fps drops but cpu< 50%
Factorio is not a 3D game, so it probably never fully occupy your GPU. After all, many parts of your GPU are made to compute/render 3D graphics and remain unused when running a 2D game. That is not how it works. GPU usage measures the amount of GPU core cycles that do not have an instruction loaded...
- Sat Jun 20, 2020 5:42 am
- Forum: Ideas and Suggestions
- Topic: Assign Trains to Schedules (Train Routes)
- Replies: 77
- Views: 27895
Re: Assign Trains to Schedules (Train Routes)
The fact that this same suggestion has come up for literally years would indicate to me , at any rate, that it's a good idea. Also, I think it's a good idea. It'd not be any more hassle in the worst case -- one train on each route -- and in any situation where you have more than one train on a rout...
- Thu Jun 18, 2020 3:49 pm
- Forum: Ideas and Suggestions
- Topic: Assign Trains to Schedules (Train Routes)
- Replies: 77
- Views: 27895
Re: Assign Trains to Schedules
+1
i believe , that would be easier to manage trains ..
in my case i have many stations of same schedule and have same stations names ...
when want all trains to go to different stations ...
or when i want to split the trains to a different stations .. .. it is hard to manage like it is now ..
i believe , that would be easier to manage trains ..
in my case i have many stations of same schedule and have same stations names ...
when want all trains to go to different stations ...
or when i want to split the trains to a different stations .. .. it is hard to manage like it is now ..
- Thu Jun 18, 2020 9:38 am
- Forum: Gameplay Help
- Topic: even distribution of ore between stations of same name
- Replies: 27
- Views: 6338
Re: enable stations of same name in sequence
OK and damn. Only after I wrote my previous post, I read the other thread of yours ( https://forums.factorio.com/viewtopic.php?f=18&t=85687 ) and got the xontext. What I recommend now is the 2nd suggestion I made in my previous post. That ensures that no train travelling between the mines and t...
- Thu Jun 18, 2020 4:23 am
- Forum: Gameplay Help
- Topic: even distribution of ore between stations of same name
- Replies: 27
- Views: 6338
Re: enable stations of same name in sequence
So, I went a bit overboard with this. Surprisingly refreshing to think about other people's challenges and trying to find solutions. I made several setups, but your train grid made everything cramped, and all those chest and inserters with no good transport mechanism gave me a headache. Then I reme...