So 650 is the actual max limit then in the updater?
So 650 is the actual max limit then in the updater?
Something like that, we'll fix it for the next release (0.18).
You can try to only update half of them at a time
Parallelization in Factorio? But the deterministic legends say it's impossible.
Was this benchmarked with less than 3 threads available to the game? Just asking for the ones that run the game on a potato.
If the PC doesn't have a reasonable number of threads, they run in serial like before
We support it, its $100 a year or so, so as long as 4 or 5 people buy it for Mac, it pays for itself.
We would like to introduce our new fabric Factorio logo patches, which are now available at our e-shop. These sew-on embroidered patches are ideal for clothing, hats, backpacks, etc. The dimensions are 2.5 x 12 cm.
As we are uncertain how large the demand for these patches is going to be, we have only limited stock available at the moment.
Please note that our online store ships only once a week every Wednesday, and it is highly possible that the orders placed now will not be delivered before the 25th or December, this applies especially for orders shipped outside of Europe.
I have been brought on to Factorio to finish the sound f...
Read moreRead moreSpecifically if there is no update happening, the content on screen would not change. Therefore it makes no sense to render more frames than updates.
I disagree, the UI gets super hard to use when UPS is poor because these are tied together.
There are numerous UI elements and interactions which have precisely zero effect on game state, which don't need to be slowed when UPS is poor.
Specifically, anything where the user expects graphical changes but hasn't selected a game-changing action yet; eg finding the correct spot for a blueprint, selecting items to hand-craft, moving windows around, naming entities, typing messages in chat, scrolling/zooming the map, etc.
Solving these problems might require a higher level of replication abstraction for multiplayer to work - no-one can see you selecting and moving a blueprint, they only see when you place it. so why is selecting/moving tied to UPS when those actions haven't...
We had some discussion internally before, about the idea of decoupling GUI frame rate from the uodate logic.
And it is still a nice idea, but priorities are as they are, and UPS problems realistically only affect a small number of players
You are right.
And the in-game recipe is loosely base on the Bergius process.
Since the very beginning of the project, we have focused a lot in the side of the factory, providing better designs for the machines, and expressive animations that give a sense of life and credibility in this area. We put a lot of effort also in the environmental side, adding different tile sizes, improving textures, adding doodads, cliffs, trees, decals, and constantly improving the map generation for a better feeling.
But apart from biters and the factory, nothing else moves in this Factorio planet. So the environment is nice looking but it feels somehow unreal due this lack of motion.
Today we proudly present the first experiment in this area: Animated water. This animation doesn't try to grab your attention, it's just there. Slowly moving. I personally bet that this animation, with the proper sound design, will provide the natural feeling that the planet needs.
Webm/Mp4 playback not supported on y...
Read moreCan you do the rail system next? I have a large-ish rail network (large in size, not in complexity), and when I deconstruct some chunk of it, the UPS tanks like crazy. I get that there are probably a ton of precomputed data which need to be updated, but the same thing happens when I deconstruct rail segments that are not connected to the big network at all.
I am sure if you send Rseding a save file he will take a look
Awesome work! Is the particle system rework released already, or will it be delayed to 0.18?
It will be for 0.18
Since they basically dont effect anything in the main game loop, and now have their own chuck of memory, can updating them go on a separate thread, or would the overhead not be worth the savings in CPU?
They can effect the main game loop, as they can create effects, smoke, other entities, and anything else that is possible through the 'Trigger system'.
I.E. they are not visual only.
Hopefully on very high biter MP maps we will no longer be forced to turn off blood via a mod :)
As the extra load will be low enough players can absorb it without hitting jumps.
That is the goal :)