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freeone3000 · 4 years ago
This is a deliberate trade-off for performance, as described in https://www.factorio.com/blog/post/fff-176
pubby · 4 years ago
Sweet article but I'm pretty sure the optimization there is independent of the circular belt bug. Presumably one could implement a similar optimization for both algorithms (it just might be hairier for the second one).
freeone3000 · 4 years ago
It's actually the result of this optimization -- since compacted items don't shift, a fully compacted belt will not move, even if the full compaction is in a circle.
jtsiskin · 4 years ago
Yes but the real solution is way simpler - when removing a gap, if there is no next gap, check to see if you’re merging with yourself. If you are, keep spinning
bastawhiz · 4 years ago
Yeah. There's no way you could build the ridiculous stuff that some folks do if each individual item on a belt was checking positions and moving individually. It's simply too much stuff.
MaximumYComb · 4 years ago
IIRC it used to behave that way and people used a lot of underground belts to compensate for this since underground belts would move as one.
bregma · 4 years ago
It's not a bug. It's a game mechanic. If it was a bug Wube would have had it fixed within 24 hours and pushed out a new release. They are an admirable exemplar to inspire all of us.
tomtimtall · 4 years ago
The fact that they chose not to fix it does not mean it’s not a bug. It’s obvious to even a first grader that this is not how items on a circular belt should behave.
bregma · 4 years ago
All full belts stop moving if there is nothing removing content in the Factorio universe. It's obvious to a pre-schooler that full belt that is circular stops moving too.

It's a game. It's not reality. In reality belts need to be powered. Also, in reality, you do not shoot aliens or drive large mechanical spiders. The fact that they chose to implement a game mechanic means it's a game mechanic, not a bug.

MattRix · 4 years ago
The way items “should” behave is up to the designer/developer. It is not a bug if it’s an intentional design decision.
pyrale · 4 years ago
If author is here, I would showcase this behaviour with a mixed material circuit gif, because it is not obvious at all to the spectator that the impression of stillness is due to the belt being still and not to the refresh frequency moving items exactly to the former item position.
lullibrulli2 · 4 years ago
As with all bugs and edgecases this of course eventually became useful for some setups: https://www.reddit.com/r/factorio/comments/9bs4sx/my_new_kov...
Dylan16807 · 4 years ago
From the description, it takes advantage of belts being a little weird, but if it actually hits 100% that setup locks up.

Also, as pointed out, that setup can be made more reliable and not-glitch-using by making the bottom left corner of the loop a slower belt.

lullibrulli2 · 4 years ago
I'm running several similar setups without any hiccups. It's a three year old post, possibly the behavior has been slightly adapted.

Oh and if you're hitting 100% you're using too little nuclear power or building not enough nuclear bombs ;)

etempleton · 4 years ago
I have accepted this is how belts work and it is intentional for some reason, but on my first build I struggled with this.

My concept was that all of the research would be centralized and wrapped with a single belt that continuously loops with all of the various research types. This kind of works, but everything gets backed up and then no longer rotates, which limits access.

nyanpasu64 · 4 years ago
A cycle of belt items never moving because each item is blocked by another item (whether moving or not), reminds me of a cycle of reference-counted objects never being freed because each object is referenced by another object.
bloopernova · 4 years ago
Factorio is driving me to upgrade my 2015 i7-5820K based computer. I've been playing with 2 sets of mods, "Bob's" and "Angel's" which increase the complexity of Factorio by at least 1 order of magnitude.

To run a base large enough to produce everything I want has dropped the speed from 60 updates+frames per second to about 40, with each addition further slowing the whole thing down.

It would be an interesting exercise to see how much complexity one could add to a Factorio map before the updates/sec start to drop. I'm hoping that a new AMD chip will be able to handle a much, much larger base/map before slowing down again. EDIT: To actually finish my thought here: You could test different CPU/RAM configurations with a series of maps of increasing complexity.

130e13a · 4 years ago
I seem to remember reading somewhere on the forums or the subreddit that for Factorio, memory speed is a lot more important than CPU/GPU performance (in terms of the UPS gains you can achieve by improving either of them)
bombcar · 4 years ago
Yes the simulation basically reads and writes all RAM each tic. So if your RAM is slow upgrading that gets you the biggest performance increase.
X6S1x6Okd1st · 4 years ago
Yeah my K2 + SE run now allocates ~98% of all my available RAM.

I have to upgrade my computer to load the map if any other applications are open (something is also messed up with my swap, it just grinds to a halt)

philipov · 4 years ago
What a coincidence. I just spent all day playing Factorio.
alexktz · 4 years ago
It's Saturday... What day do you think it is?
nacs · 4 years ago
They probably believe it’s still September.