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Friday Facts #153 - 0.13 Stable, 0.14 Experimental

Posted by Klonan on 2016-08-26

Hello, Albert is back this week, and has resumed his work on the liquid wagon and associated accessories, as well as offering his guidance to some visual related programming tasks. Kuba and Honza are also both back from their respective holidays, and overall the office is feeling much more full than last week.

Friday Facts #410 - Rocket turret & Target priorities

Posted by Klonan on 2024-05-10

Hello, We know you love to blow things up, and the Space Age expansion will be bringing ever more advanced and powerful ways of bearing arms against your enemies.

Friday Facts #203 - Logistic buffer chest

Posted by kovarex & Klonan on 2017-08-11

Further optimisations I finished the item stack optimisations mentioned in FFF-198, and was able to do some performance tests. First I tested how many stacks on a big map actually need to use an externally allocated object (Item), and how many of them are plain. On the huge map I tested, it turned out that only 36K out of 1M stacks need the Item object. These were mainly science packs, as they need it for the progress of how used-up they are (and now when I think about it, it could also be omitted by only using the objects for science packs that are partially used up already). Overall factory performance was increased approximately 2% by this. It is nothing huge, but every bit matters. One of the programmer that has read access to the code (Zulan), came up with a pull request that improves performance in Factorio by prefetching memory in the update loops ahead. The problem when normally updating objects is, that CPU asks for memory representing the object. The memory is slow, at least compared to the CPU cache or the CPU speed. The memory transfer speed itself is not that slow, but the waiting (latency) time between ordering and receiving it is. This means, that what very often happens is, that CPU orders data of next entity from the memory, then it waits for quite a long time to get it, and then it does its logic. The memory prefetching partially solves it by doing this: Order data of the next entity from memory (prefetch) Do the logic of the current entity in the meantime Go back to start The overall measured performance improvements vary between 9-12%, which is certainly a nice addition.

Friday Facts #400 - Chart search and Pins

Posted by kovarex, Klonan on 2024-03-01

Hello, Is it me you're looking for?

Friday Facts #239 - PAX East report

Posted by Klonan & Twinsen on 2018-04-20

AMD Ryzen crashes (Klonan) The long fight with the elusive Ryzen bug (more and more) seems to finally have some resolution. A few weeks ago I sent an email to AMD, filling them in on the details of the crash, and asked them if they could help us solve this. Very quickly I was put in touch with a member of their CPU engineering team, and they got to work with their investigation. After a few days, and after providing them all the information we have (log files, source code, crash dumps etc.), the cause of the issue was identified. Some other developers in the industry also had this problem and worked with AMD to fix it, so it's unlikely that the CPU bug was fixed only because of us, but we are honoured to have contributed to this. Unfortunately we do not have any technical or deep insight into where exactly the problem lay, or what the fix was, as it was somewhere between the motherboard BIOS and the Ryzen chipset drivers. So if you are running Factorio on a Ryzen system, we advise you to update your BIOS using the files and procedures found on your motherboard manufacturer's website, and update your chipset drivers to the latest version.

Friday Facts #84 - The wedding day preparations

Posted by kovarex on 2015-05-01

Hello fellow builders, There is this commotion about the paid mods on Steam. (It had been cancelled already). I understand that the implementation was far from optimal, as people would be suddenly expected to pay for mods that were free until now. It was also sad, that the modders were to get only 25% percent of the money. But I personally think, that there is nothing wrong about the idea generally. If a reasonable price tag on a great mod allows the creator to develop the mod full time, create professional content, and people are willing to pay for it, everyone wins. Free mods would still exist so it would be up to the players to choose. I'm NOT saying we are going to allow paid mods for Factorio anytime soon. But I'm not denying this possibility in the far future.

Friday Facts #33 - Announcements

Posted by Tomas on 2014-05-09

Hi guys, the week since releasing the trailer has been a ride. We have got great feedback about the video, lots the requests to make a youtube coverage or blog preview of Factorio and the general awareness of the game is rising. The hedgehog (our mascot) is extremely happy about all this (or maybe its the spring).

Friday Facts #157 - We are able to eat paper, but we don't do it

Posted by kovarex on 2016-09-23

Hello, we have written a lot about multiplayer in the past weeks, it started by the reports at the beginning of the rewrite, and now it finishes with our reports of mega games being played. But as most of our time still goes to bug hunting to achieve 0.14 stable as soon as possible, I just can't help myself:

Friday Facts #329 - Campaign reassessment

Posted by Klonan, Abregado, V453000, Wheybags on 2020-01-10

Merch store open again Klonan Our e-shop is now open again after taking a break over the holidays and new year. We have also restocked our new Factorio sew-on patches, so if you didn't manage to pick one up over the last weeks, now is your chance to order one.

Friday Facts #164 - Nuclear power

Posted by kovarex on 2016-11-11

Hello!