Search found 82 matches

by PunkSkeleton
Fri Jan 05, 2018 7:14 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 355592

Re: Friday Facts #224 - Bots versus belts

If you think bots simplify the game too much (like me) just don't use them. That's the best thing about Factorio: you can build your base in many ways.
by PunkSkeleton
Fri Dec 29, 2017 9:41 pm
Forum: General discussion
Topic: [Poll] The Cliff Hanger of Factorio: 0.16
Replies: 14
Views: 5401

Re: [Poll] The Cliff Hanger of Factorio: 0.16

It was not rushed. The only thing that has serious flaws is terrain generation. I think they should fix it in 0.16 and not wait until 0.17. I don't care if there are sharp transitions in the terrain, I'm playing an experimental version of early access game. Fixes in the terrain generation are needed...
by PunkSkeleton
Fri Dec 29, 2017 8:27 am
Forum: General discussion
Topic: Rocket Fuel or Nuclear Fuel for trains?
Replies: 18
Views: 24241

Re: Rocket Fuel or Nuclear Fuel for trains?

99 minutes of running is surely more than enough even for the biggest bases out there. And after certain point you are more concerned about your rail network capacity than cost of fuel so nuclear fuel is the way to go.
by PunkSkeleton
Tue Dec 19, 2017 7:57 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 416
Views: 252139

Re: Performance optimization - post your saves

Since 0.16 I noticed zooming out the map drops my UPS frpm 60 to 40 (was stable around 30 on 0.15). Prepare render takes 8ms when zoomed out and that's in mostly idle areas. Is this something normal because if I remember correctly it was way faster on 0.15.
by PunkSkeleton
Fri Dec 15, 2017 1:22 pm
Forum: Not a bug
Topic: [kovarex] [16.0] Inserting on underground belt behaves different
Replies: 24
Views: 26491

Re: [kovarex] [16.0] Inserting on underground belt behaves different

About β…” length of the belt just move it to the side and start a new one. Tunnel the old one under inserters and at the end merge the 2 belts with a splitter. I have been always using that method for smelting and for blue belts it is even cheaper and I have never liked to rely on dirty tricks especia...
by PunkSkeleton
Thu Dec 14, 2017 7:35 pm
Forum: Balancing
Topic: [0.16.1] Artillery shells stack size = 1
Replies: 27
Views: 15325

Re: [0.16.1] Artillery shells stack size = 1

For me that it does not look like WAI and considering how lately cannons were added to the game (2 weeks ago I think) it is just the work in progress. It also limits transport of shells to belts and bots or... artillery wagons. Also cannons have infinite research for shooting speed which is somethin...
by PunkSkeleton
Wed Dec 13, 2017 9:29 pm
Forum: Balancing
Topic: [0.16.1] Artillery shells stack size = 1
Replies: 27
Views: 15325

[0.16.1] Artillery shells stack size = 1

The stack size of Artillery sheels is one so each shot takes one space in inventory, moreover loading cannons is a pain. I'm sure it wasn't intended as it makes cannons hardly useable.
by PunkSkeleton
Tue Dec 12, 2017 9:02 pm
Forum: General discussion
Topic: The mandatory 0.16 F5ing thread
Replies: 30
Views: 11105

Re: The mandatory 0.16 F5ing thread

4. Since it's not released today then it must be released tomorrow (Wednesday) because Friday is weekend and Thursday is almost Friday so it is almost weekend... At least that's how we do it in telecom releases :). Sounds very much like the Unexpected hanging paradox :D But it's true. That's how im...
by PunkSkeleton
Tue Dec 12, 2017 6:00 pm
Forum: General discussion
Topic: The mandatory 0.16 F5ing thread
Replies: 30
Views: 11105

Re: The mandatory 0.16 F5ing thread

1. Very much.
2. Performance optimisations.
3. Yesterday.
4. Since it's not released today then it must be released tomorrow (Wednesday) because Friday is weekend and Thursday is almost Friday so it is almost weekend... At least that's how we do it in telecom releases :).
by PunkSkeleton
Mon Dec 11, 2017 6:37 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 79104

Re: Friday Facts #220 - The best Friday Facts ever

Are you aiming for friday release?

No, I didn't mean it's good to have a release on friday and therefore stay in the office for the weekend :).
by PunkSkeleton
Sat Dec 09, 2017 11:20 am
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 79104

Re: Friday Facts #220 - The best Friday Facts ever

Indeed, best FF ever!

I know it will be playable, I believe in you guys. And most importantly if it is not then you'll fix it in a few days or even hours :) .
by PunkSkeleton
Fri Dec 01, 2017 5:34 pm
Forum: Releases
Topic: Version 0.15.40
Replies: 24
Views: 24007

Re: Version 0.15.40

posila wrote: 0.15.65535 is maximum we can do :(
0.15.65536

Code: Select all

Changed the minor version number datatype from ushort to uint.
by PunkSkeleton
Fri Nov 17, 2017 6:33 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 35871

Re: Friday Facts #217 - Just another Friday Facts

I believe that copper to iron ratio is pretty good in expensive mode. Please tweak the ratios in normal mode. Also as suggested earlier the resource overlapping should be random for any given patch (not single field as this would make it impossible to mine without filter inserters).
by PunkSkeleton
Sat Nov 11, 2017 7:05 pm
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 29950

Re: Friday Facts #216 - Paving a path for the GUI update

Well, all this time, he was persuading us that he is going to have a demo to show in a week or two. And in nine months he wasn't able to show anything. I had my first demo to show after 2 days of working on it ... I know your pain. But in my case it was a remote team that kept saying that tests wil...
by PunkSkeleton
Fri Nov 10, 2017 7:15 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 45383

Re: Friday Facts #215 - Multithreading issues

Do you have numbers to support your argument (like microseconds per thread creation)? One thing I found here from 2013: Milliseconds to create thread: 0.015625 As far as I remember thread creation cost highly depends on the operating system and libraries and it can be very little when you have a go...
by PunkSkeleton
Fri Nov 10, 2017 7:11 pm
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 29950

Re: Friday Facts #216 - Paving a path for the GUI update

Didn't you consider writing your own GUI library from the scratch? From my experience open source software can often be scary (my favorite example is JFreeChart which would randomly crash when using multiple windows until I did single synchronize on the top level of this library drawing function), e...
by PunkSkeleton
Fri Nov 03, 2017 6:48 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 45383

Re: Friday Facts #215 - Multithreading issues

Better memory organisation should help single threaded performance as this will use cache more efficient and will allow better pre-fetching. This shouldn't be linked to multi-threading at all. There are countless of reasons why multi-threaded solution can work slower than single-threaded one. I don'...
by PunkSkeleton
Sat Oct 07, 2017 8:23 am
Forum: General discussion
Topic: Belts, how far is too far?
Replies: 34
Views: 15080

Re: Belts, how far is too far?

No matter how much you twist it, train add turbulence in the supply chain. Not only your unloading must be way faster than your intake because of the downtime between train, but there's the logistic of train that don't always scale well (adding more train raise the odds of stopage and traffic) unle...
by PunkSkeleton
Mon Oct 02, 2017 6:10 pm
Forum: General discussion
Topic: Belts, how far is too far?
Replies: 34
Views: 15080

Re: Belts, how far is too far?

Signals seem intuitive to me, what's non-intuitive about that? Green go - segment free, red stop - segment busy. Yellow = segment reserved but this is the same as busy. Much more intuitive than the railways in Poland. There's no real yellow, there's no green+yellow, there's no "red" that m...
by PunkSkeleton
Fri Sep 29, 2017 7:25 pm
Forum: General discussion
Topic: Belts, how far is too far?
Replies: 34
Views: 15080

Re: Belts, how far is too far?

Not only conveyor are easy to build with drone remotely but the supply chain is a lot more stable with conveyor while you need to build a buffer with train. Not true. Mining outpost gradually output less and less ore as the drills in the center have a lot more ore than the ones at the edges. Moreov...

Go to advanced search