Search found 952 matches
- Mon May 27, 2019 10:54 am
- Forum: General discussion
- Topic: aliens needs multithreading :/
- Replies: 40
- Views: 14825
Re: aliens needs multithreading :/
I'll give you a detailed answer for both fish and biters but I first want someone to try to answer this: How many different shared (mutable) data sets do you think the fish or biter can touch during its ::update() function? List them + a minimum and maximum. The fish would be itself and the map chu...
- Thu May 23, 2019 1:24 pm
- Forum: General discussion
- Topic: aliens needs multithreading :/
- Replies: 40
- Views: 14825
Re: aliens needs multithreading :/
You example isn't complete, the order of targets in the final list matters, so that needs to be deterministic which you can do by sorting. However then you end up with a super-linear complexity operation on the main thread that cannot be parallelized. Are you saying that aorting cannot be threaded?...
- Tue May 21, 2019 12:19 pm
- Forum: General discussion
- Topic: aliens needs multithreading :/
- Replies: 40
- Views: 14825
Re: aliens needs multithreading :/
You example isn't complete, the order of targets in the final list matters, so that needs to be deterministic which you can do by sorting. However then you end up with a super-linear complexity operation on the main thread that cannot be parallelized. It is quite likely that the main-thread overhead...
- Tue May 14, 2019 1:56 pm
- Forum: Not a bug
- Topic: [0.17.37] Train update taking very long
- Replies: 15
- Views: 3757
Re: [0.17.37] Train update taking very long
The more technical answer is that pathfinding work like while(set not empty){ take a block b out of set mark b visited if destination is in block return b for each possible next block nb directly reachable from b { if nb is not visited { add nb to set with b as it's predecessor } } } The operations ...
- Fri May 10, 2019 2:45 pm
- Forum: Releases
- Topic: Version 0.17.38
- Replies: 12
- Views: 11695
Re: Version 0.17.38
[*]When a temporary blueprint(e.g. blueprint from copy) is placed in the quickbar, the blueprint won't be destroyed when clearing the cursor and instead moved to the inventory. (https://forums.factorio.com/65332) So does this now create a blueprint in inventory, or just in the quickbar? from the de...
- Wed Mar 20, 2019 5:16 pm
- Forum: General discussion
- Topic: Why does radar attract biters?
- Replies: 12
- Views: 5117
Re: Why does radar attract biters?
it's very much intensional
and it's to avoid people just plopping down 5 solars, a powerpole and a radar and have (near) permanent vision deep into biter territory.
and it's to avoid people just plopping down 5 solars, a powerpole and a radar and have (near) permanent vision deep into biter territory.
- Thu Feb 28, 2019 5:16 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 246870
Re: Version 0.17.0
what's a "rolling stock"? Rail-vehicles: https://en.wikipedia.org/wiki/Rolling_stock Has anybody EVER found it useful to be able to detach/attach rolling stocks? I always just assembled the train on the line as needed. It be useful if that was automatable, otherwise the only use is reatta...
- Thu Feb 28, 2019 10:52 am
- Forum: General discussion
- Topic: Why not Lua?
- Replies: 24
- Views: 11574
Re: Why not Lua?
Not true at all. You don't need to actually allocate padding, and any difference between zerobased[0] and onebased[1] will disappear with constant folding. There are a plethora of minor things that 0 based vs. 1 based indexing changes. But they mostly boild down to where you are going to make off b...
- Fri Feb 08, 2019 12:04 pm
- Forum: General discussion
- Topic: The biggest problem with Factorio (by far)
- Replies: 21
- Views: 6747
Re: The biggest problem with Factorio (by far)
IIRC that one you should only see (easily) if you are colorblind in the way it's testingBlueTemplar wrote: ↑Fri Feb 08, 2019 10:45 amHmm, I have a hard time seeing the middle "2"... (I even first thought it was a 8!) Am I the only one ?
- Tue Jan 29, 2019 10:40 am
- Forum: Ideas and Suggestions
- Topic: Confirm dialog on close in windowed mode
- Replies: 38
- Views: 19113
Re: Confirm quit game when closing window
Another option is to show the prompt after the first alt+f4 but if alt+f4 is pressed again quit anyway. (or any other generic close window message from the windowing system) This lets you still quickly close without saving if you double tap alt+f4. It's the same mechanism that I see in firefox when ...
- Thu Jan 24, 2019 9:38 am
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 66402
Re: Friday Facts #278 - The new quickbar
It may be worth thinking carefully about how to set/remove/overwrite filters in that quickbar so that new players can get going quickly. At the very least being able to just deposit an item into the quick bar without needing to middle click (which on a laptop touchpad is a tossup on whether it's act...
- Tue Jan 15, 2019 10:54 am
- Forum: Gameplay Help
- Topic: New disabled player - difficulty using keys to move
- Replies: 21
- Views: 7919
Re: New disabled player - difficulty using keys to move
Is a joystick an option? I believe there is native support for controllers in factorio.
- Fri Jan 04, 2019 10:54 am
- Forum: Ideas and Requests For Mods
- Topic: [0.17] Adding Ore Hardness and Pickaxes back in
- Replies: 22
- Views: 11409
Re: [0.17] Adding Ore Hardness and Pickaxes back in
another option is to link mineability to the force which can then be tweaked by research.
- Fri Nov 30, 2018 3:42 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51122
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
tl:dr the fluid system originally was oop and had the fluidbox data in each entity which turned out to be slow because of CPU cache when needing to simulate the fluid (touching just the fluid boxes). Now fluidboxes are pooled per connected section to improve locality with additional upside that it's...
- Thu Nov 29, 2018 2:11 pm
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 39400
Re: Friday Facts #270 - HR Substation & Save/Load overview
On the other hand as shown by the save game size major parts of the save game are static data. So large parts of the save game would neither page fault nor copy anything. And for the rest so what if the game is slower? At least you could still play while it saves. OK. Saving in factorio is quite fa...
- Wed Nov 28, 2018 10:02 am
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 30046
Re: Optimize Drone Movement
Bot's are not entirely inactive during flight. They need to update which chunk they are in. Which means removing themselves of the old chunk's entity list and adding themselves to the new one. This is to improve collision detection with them so biters can detect and attack them and players can inter...
- Tue Nov 20, 2018 11:55 am
- Forum: Ideas and Suggestions
- Topic: Another idea for rail curves
- Replies: 22
- Views: 5907
- Mon Nov 19, 2018 12:50 pm
- Forum: Gameplay Help
- Topic: connect circuits
- Replies: 5
- Views: 1716
Re: connect circuits
it's simpler to keep the oil train at the place with the full tanks using the send to train option in the station and circuit condition in the train's schedule.
- Mon Nov 19, 2018 12:34 pm
- Forum: Ideas and Suggestions
- Topic: Recycle/Repurpose excess Items
- Replies: 3
- Views: 1244
Re: Recycle/Repurpose excess Items
barrels, steel furnaces and iron chests are about the only mass produced thing that you cannot recycle actually IIRC. Wooden items can be burnt in a furnace/boiler as fuel. Steel chests can be turned into logistics chests. Fish can be eaten to recover health. For the rest of the intermediate items y...
- Fri Nov 16, 2018 4:40 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84514
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
The new belts looks really good, but this bothers me... Will entities fall off the ground at the end of a belt, as there are no shown "boundaries" to keep them on place? Yeah a barrier of some kind would make it immediately obvious that there is a stop there. It would make the belt end wi...