Posts by Klonan

Zaflis

If you're seeing people talk about them messing with performance, that's an old bug that was fixed ages ago.

What? As far as i know, roundabouts are still horrible for UPS compared to usual 4-way intersections.

When people do roundabouts it's majority of the time for cityblocks, and that's where the UPS concern is the biggest because it's repeated in so many times.

(I guess with "performance" you meant throughput, but UPS is still more important than that in my opinion. I don't remember when i last saw any train waiting its turn at an entrance to any intersection.)

There isn't a significant UPS difference between rail systems with and without loops.

The main factor that affects train pathfinding cost is how direct a path there is from the train to the destination. Loops don't really influence that.

SkyCrafter2000

Is it possible to make a mod for it?

Not possible

We were in contact with Corsair about it, and we got their SDK and API docs.

But the way they do their RGB system is just completely different to Razer and Logitech, there was not a clean way to integrate it, and we would have to ship with their DLLs in all our packages.

So we decided not to go ahead with it.

Its a sandbox game, we give as as many tools as we can for players to create their own challenges.

There a many reasons a player might want to disable a specific resource, and maybe many others we don't even know about, and of course mods can multiply the reasons.

The question here is less why, more, why not? We don't want to tell players how the game should be played.

Can you share a save game? Are you using any mods?

You can set up something like this using the PvP scenario

mindelos

Hi there. How do i share a save here? Sorry because i am new to the game. Thx for replying.

you can upload to dropbox or google drive or something. Or you can make a bug report on our forum where you can directly attach a save game

can you send a save game of it stuck?

Three short levels... and Two long ones :D

(I will fix it soon)

Loraash

Is that always in every game or just during campaign levels?

Only for those placed with the map editor or set to not expire with script

genieus

How long does it take for the remnants of the abandoned rail base to despawn? I remember when I first played it back in the day I took too long to rebuild the railways and all the remnants despawned and I didn't get to see the original to base the new stations off of

They will remain until built over now

Kythblood

Wow, thanks for the fast reply. I was not expecting that.

Here is the save file:
https://www.dropbox.com/s/3ji8jy20z6b2uea/2020%20Krastorio%20Space%20E.zip?dl=0

I hope this works and thanks for your help.

Seems it was a conflict between landfill painter and my transport drones mod.

I've fixed it on my side, since I don't know if the landfill painter mod author is active or anything.

Kythblood

I was about to start building my rail network when I noticed that I can't build on floor tiles like concrete, bricks etc. and when I try to build concrete on a tile that is occupied by a rail the rail disappears.

My mods: Krastorio 2, Space Exploration, AAI Industries, AAI Vehicles, Transport Drones, Alien Biomes and a few QoL mods.

Is this an intended feature or a bug? Has anybody experienced something similar?

I don't know which mod is causing this so instead of reporting a bug on some mod that isn't even responsible for it I was hoping to get some help here.

Thanks.

Can you provide the save game? I can see which mods might be causing the hassle

Nothing like that was ever in vanilla

gyrfalcon23

paging /u/posila on the writeup about why landfills were happening directly under the player, since it didn't make it into the friday facts :)

edit: context

I think he meant it for next week.

n1313

I think we have differing images of what a “group of units” is in our heads.

In this context, I perceive Factorio to be similar to an RTS game like Starcraft, where a player can drag-select a group of units on their screen and then right-click on an enemy base to send them to battle. In Starcraft, units of different speeds/movement capabilities would behave independently and would, yes, arrive separately. This provides a challenge for the player, but also gives consistent and predictable results of what will happen when you command a group of units to go somewhere: they will arrive as fast as they can regardless of what kinds of units were selected.

In an 4X game like Stellaris a fleet of units would be behaving as you describe, but that would require the player to explicitly designate a selection of units as a “fleet”.

In Factorio unit group refers to a special game object, the 'unit group'.

This group does pathing, and members of the group do simple and efficient logic to just follow the group position. This helps reduce UPS usage for 500 biters trying to cross a lake. Just 1 pathfind is done for the group, and the 500 biters just follow the group.

Selecting units and what happens in Starcraft isn't specifically related.

n1313

This behavior of mixed group of biters feels counterintuitive to me. I would expect units of different kinds to have independent pathing: fast units get to the destination quicker than slow units, fliers take direct path while walkers have to walk around. Maybe that’s just my RTS background talking.

Thats a different concept. If you have two unit groups, then it will work as you describe.

If you have 1 group with mixed units, it would be weird if they split up and arrived at different times.

Unit group collision mask

Last weekend, a bug report came in on our forum. The issue was that the groups of biters were trying to path over the water, but the bugs can't swim.

It seemed like something quite typical of a mod being funky. I looked into it, and it seems the Hovercraft mod was playing monkey business with water collision masks to make his vehicles ride over water. One thing involved setting water tiles to be walkable, and then adding an additional collision layer to all players and biters.

What this modder didn't realise though, is that unit groups have a fixed collision mask. It used to be hardcoded, but a while ago it was added to the utility constants. So we just say "hey its a mod problem, here's a quarter, call someone who cares"... right?

Well it didn't sit right with me, because deep inside I knew that the unit groups shouldn't have a fixed collision mask, it doesn't make sense really. Lets say you add flying units to the game. If you give individual ...

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It was never on its own thread.

When updating, each fluid network is updated in parallel. This is still in series with the main game update step.

So its like,

Update input -> Update all fluid networks -> Update entities

(simplified)

And the fluid network step its split across multiple threads.

nobake2048

I had a lot of issues with the mod when it first released. Frequent crashes, abysmal pathing, and just plain not working with the logistics beacons and chests.

I noticed JD and Tuplex seem to have had a lot more success with the personal drones recently, but neither have used or made any mention of the logistics beacon setup as far as I've seen. Is that still part of the mod, and if so does it work better now?

I removed that stuff, descoped the drones to be just personal drones, which makes them work much more smoothly