Factorio

Factorio

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BOYCOTT May 19, 2018 @ 7:34pm
does factorio have a "reality bubble" or need for "chunk loading" with large bases?
should be self explanatory, does the entire map simulate at once regardless of distance and if not how can i force specific places to as well as can anyone say how far away from the player is kept actively loaded.
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Showing 1-14 of 14 comments
The Chaotic Coder May 19, 2018 @ 7:41pm 
Everything on the map (machines, belts, etc.) is always simulated.
BOYCOTT May 19, 2018 @ 7:44pm 
alright, thanks for the answer, i figured it was my imagination but it seemed like my iron processing was slowing when i hung out at the other end of the base.
Hedning May 20, 2018 @ 12:56am 
Items can "sleep" when not in use in order to save processing power, but they will wake up again as soon as they are needed.
BOYCOTT May 20, 2018 @ 2:33am 
Originally posted by Hedning:
Items can "sleep" when not in use in order to save processing power, but they will wake up again as soon as they are needed.
i guess you mean machines like assemblers and things?
Hedning May 20, 2018 @ 3:01am 
Yes. Circuit networks, assemblers, inserters, belts, etc. Most things that update have code to reduce update need. When optimizing your factory these are mechanics to keep in mind. For example an inserter will never sleep if items are passing on its input side even if they are not items the inserter will pick up.
Warlord May 20, 2018 @ 6:23am 
Originally posted by Too-DAMN-Much:
Originally posted by Hedning:
Items can "sleep" when not in use in order to save processing power, but they will wake up again as soon as they are needed.
i guess you mean machines like assemblers and things?
Yes. It's just the technical back-end that we're talking about, the devs have them "sleep" so they don't waste computer cycles checking in front of them 60 times a second. The devs have gone into interesting detail on their optimizations.

This doesn't mean any part of the entire game will ever stop functioning because it was unloaded. The world is intended to be large and massive, with parts miles away still providing resources and working towards a goal. Having parts of that shut down beacuse you are nearby would make the game simply unplayable. This isn't minecraft.
Last edited by Warlord; May 20, 2018 @ 6:23am
BOYCOTT May 21, 2018 @ 3:31pm 
Originally posted by Warlord:
Yes. It's just the technical back-end that we're talking about, the devs have them "sleep" so they don't waste computer cycles checking in front of them 60 times a second. The devs have gone into interesting detail on their optimizations.

This doesn't mean any part of the entire game will ever stop functioning because it was unloaded. The world is intended to be large and massive, with parts miles away still providing resources and working towards a goal. Having parts of that shut down beacuse you are nearby would make the game simply unplayable. This isn't minecraft.

you seem to have assumed the opposite was my goal here.....
Warlord May 23, 2018 @ 9:25am 
Originally posted by Too-DAMN-Much:
Originally posted by Warlord:
Yes. It's just the technical back-end that we're talking about, the devs have them "sleep" so they don't waste computer cycles checking in front of them 60 times a second. The devs have gone into interesting detail on their optimizations.

This doesn't mean any part of the entire game will ever stop functioning because it was unloaded. The world is intended to be large and massive, with parts miles away still providing resources and working towards a goal. Having parts of that shut down beacuse you are nearby would make the game simply unplayable. This isn't minecraft.

you seem to have assumed the opposite was my goal here.....

I guess I did? I assumed you came from Minecraft, in which chunk loaders or anchors were needed to keep sections loaded into memory to allow that section to keep updating (plants growing, mod machines churning, etc). I was just getting in a dig at not-as-complex Minecraft while explaining that thankfully this game has no need for that.
BOYCOTT May 23, 2018 @ 9:10pm 
Originally posted by Warlord:
I guess I did? I assumed you came from Minecraft, in which chunk loaders or anchors were needed to keep sections loaded into memory to allow that section to keep updating (plants growing, mod machines churning, etc). I was just getting in a dig at not-as-complex Minecraft while explaining that thankfully this game has no need for that.
eh, it's hard to say to be honest, i mean i always have 280+ mods or some such on minecraft, it's very complex too.
CMH May 25, 2018 @ 5:38am 
Originally posted by Too-DAMN-Much:
eh, it's hard to say to be honest, i mean i always have 280+ mods or some such on minecraft, it's very complex too.

Come back and say that after you made a factory that fires off at least 1 rocket a minute without cheaty mods.
BOYCOTT May 25, 2018 @ 11:07am 
Originally posted by CMH:
Come back and say that after you made a factory that fires off at least 1 rocket a minute without cheaty mods.
done far more impressive things in minecraft than i ever will in factorio, if that's what you're getting at?

hell, that's not even going back to when redstone was so ♥♥♥♥♥ it's hard to believe by today's standards, back when redstone worked different N/S to E/W i was literally the only person i knew who would ever bother to try to make a redstone circuit, let alone ones that needed repeaters (far before implemented proper) inverters, toggle switches, etc etc.

i'm the person who came up with and conceptualized the buildcraft iron pipe only sorting system, which is doable, but at the same time i've never actually bothered to make a proof of concept because of how complex the logic required to reset a sorting system that only works correctly once would be.
additionally it would be very prone to failure due to tickrate and momentary lag spikes as truthfully speaking it would rely somewhat on how fast the items move through the pipes.
Last edited by BOYCOTT; May 25, 2018 @ 11:07am
BOYCOTT May 25, 2018 @ 11:16am 
oh and how could i forget, one of my absolute most aggravating of shining accomplishments: have every single item save for ones you have to cheat in craftable by logistics pipes system in a 150+ mods 1.7.10 modpack.

i am to date as far as i know, the only person who has ever done that one.

which brings me to the most aggravating part, i forgot how precisely i spaced out the torches in my crafting room which housed all of the logistics crafting tables and of course, a creeper spawned and blew it all to smithereens, for this reason i have to say it's a contestable record, but still very much one i claim as achieved by me because i had less than 5 items missing and nothing more when all that happened.
CMH May 25, 2018 @ 11:50am 
If you're that impressive, design us a vanilla factory that is so efficient that you could launch 10 rockets a minute while holding 60ups on a computer built recently.

Cause anyone could design a 1 rocket a minute factory running 20 ups.
Last edited by CMH; May 25, 2018 @ 11:51am
BOYCOTT May 25, 2018 @ 12:20pm 
Originally posted by CMH:
If you're that impressive, design us a vanilla factory that is so efficient that you could launch 10 rockets a minute while holding 60ups on a computer built recently.

Cause anyone could design a 1 rocket a minute factory running 20 ups.
i haven't played factorio nearly as much as i have minecraft, if i'm honest minecraft probably dwarfs my entire steam library (cumulatively) even including mmo games like apb reloaded where i've sunk literal thousands of hours.
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Date Posted: May 19, 2018 @ 7:34pm
Posts: 14