Search found 52 matches

by Zulan
Sun Oct 31, 2021 1:24 pm
Forum: Assigned
Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
Replies: 9
Views: 3784

Re: [1.1.42] Smart rotations facing the wrong way

I also get this a lot and it is quite infuriating.
by Zulan
Wed Jul 29, 2020 8:24 am
Forum: Resolved Problems and Bugs
Topic: Game sounds are uncomfortable and obscure
Replies: 20
Views: 7990

Re: Game sounds are uncomfortable and obscure

Thanks for all the insightful additions. I can only agree to that. It would be great if this could be addressed as the last "problem area" before 1.0.
by Zulan
Thu Jul 23, 2020 10:40 pm
Forum: Resolved Problems and Bugs
Topic: Game sounds are uncomfortable and obscure
Replies: 20
Views: 7990

Game sounds are uncomfortable and obscure

A good part of the current version of the in game sounds could be improved significantly. While this may be up to personal perception, I know many regular players share this negative perception of the current sounds. It is also not just a thing of getting used to the "new" sounds, since th...
by Zulan
Sun May 31, 2020 2:24 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 31572

Re: Version 0.18.27

The majority of graphical and sound changes are great and very much appreciated. Some of it mainly about "getting used to it". But a few things peek out to me very strongly: The ghost placement sound is not only annoying, it literally makes me physically uncomfortable - like screeching on ...
by Zulan
Mon Apr 27, 2020 9:00 am
Forum: Modding discussion
Topic: Any% Tool-Assisted Speedrun WR 1:21:20
Replies: 4
Views: 2109

Re: Any% Tool-Assisted Speedrun WR 1:21:20

Great job! Do you have any idea how much time you spent on the preparation?
by Zulan
Mon Jul 15, 2019 8:36 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 57406

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

It's good to have some more facts in the "G2A debate" and to hold G2A to their word. That's certainly better than just having a twitter warrior with something of a vendetta vs a company dumping out nice words... I just can't get rid of the feeling this isn't actually about G2A... this is a...
by Zulan
Sat Sep 15, 2018 12:38 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 115100

Re: Friday Facts #260 - New fluid system

I think that using the electric network is a good idea. I propose a model based on real life water piping, the one you have in your houses. This allows to get rid of water "level" and use only pressure as variable. Each source (ex offshore pump) works as a power source that has a fixed te...
by Zulan
Fri Sep 14, 2018 9:40 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 115100

Re: Friday Facts #260 - New fluid system

I carry this idea around for a while now - unfortunately I never found the time to implement a prototype. Basic model The fluid network is as a network of resistors and apply Kirchhoff's circuit laws. This goes in the direction of electricity network, but does not have the drawbacks mentioned in the...
by Zulan
Wed May 02, 2018 6:06 pm
Forum: Not a bug
Topic: [0.16.37] Neutral chests can't be fast replaced
Replies: 4
Views: 6401

Re: [0.16.37] Neutral chests can't be fast replaced

So the question is, Is there a better way to implement the actual goal - being able to steal from enemy chests - without the mentioned downsides.
by Zulan
Mon Apr 30, 2018 6:55 pm
Forum: Not a bug
Topic: [0.16.37] Neutral chests can't be fast replaced
Replies: 4
Views: 6401

Re: [0.16.37] Neutral chests can't be fast replaced

This is in fact quite an issue.

There is also another issue with neutral chests: They are not included in blueprints created from the game.
by Zulan
Sun Dec 17, 2017 11:45 am
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 58047

Re: Friday Facts #221 - 0.16 is out

Just to add another everything should compress . On sideloading, I have the strong opinion that it should compress. A single splitter works only if both sides have the same item. The "solutions" for sideloading an item to a particular side have been posted, and are ugly, bulky and boring. ...
by Zulan
Thu Dec 14, 2017 6:00 pm
Forum: Resolved Problems and Bugs
Topic: [TOGos] [0.16.0] Starting area has no water
Replies: 20
Views: 10143

Re: [TOGos][16.0] Starting area has no water

I have to agree with all the others. Do not delay mapgen changes. As long as 0.16 is marked expermental, you needn't be worried. Water is clearly not the only issue. I strongly believe cliffs need adjustment to fulfill their role of "create interesting combat situations, or with some modificati...
by Zulan
Mon Dec 11, 2017 6:00 pm
Forum: News
Topic: Factorio T-shirts store now open
Replies: 86
Views: 70259

Re: Factorio T-shirts store now open

exi123 wrote:Why only PayPal? :( Is there any way to pay this on an other way?
+1
PayPal is a huge issue for me - I had my personal PayPal horror story as many other people have.
by Zulan
Mon Nov 06, 2017 10:07 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 43920

Re: Friday Facts #215 - Multithreading issues

One would think trains and belts would exceed cache lines. But they probably have things like smart pointers and lists allocated dynamically. And then you have structures with just a bool and a pointer (16 byte with padding) or a prev, next and data link (32 byte with padding). And suddenly the lis...
by Zulan
Sun Nov 05, 2017 11:25 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 43920

Re: Friday Facts #215 - Multithreading issues

Modern processors (think after ~2005) all have multi-way cache association with aggressive snooping via a concept of broadcasting (mostly only for SIMD instructions). The only time a total page invalidation should occur ('should' instead of 'could' because overclocking cache frequency really messes...
by Zulan
Fri Nov 03, 2017 8:50 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 43920

Re: Friday Facts #215 - Multithreading issues

Don't want to nitpick, but maybe this helps to find better information. The piece of memory cache in question is a cache line , it's size is usually 64 byte (a page on OS level is 4096 byte). The effect in question is called false sharing is a common issue for multi-threaded programs. However, I am ...
by Zulan
Mon Aug 21, 2017 9:59 am
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 39215

Re: Friday Facts #204 - Another day, another optimisation

Since we are still on the subject of linked lists (with full address to neighbours stored in the objects), an advantage is that it allows entities to be moved in memory, with small (or no) changes to the simulation code. So if the problem is that entitiies are misaligned and randomly scattered in m...
by Zulan
Sun Aug 20, 2017 9:22 am
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 39215

Re: Friday Facts #204 - Another day, another optimisation

Are these 2% improvements cumulative rather than separate, unlike mining productivity upgrades? The ItemStack improvements are already included in the baseline for the reported prefetching measurements. Therefore the combined percentage improvement is the product of both individual percentage impro...
by Zulan
Sat Aug 19, 2017 9:28 pm
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 39215

Re: Friday Facts #204 - Another day, another optimisation

Here's the same measurements from an somewhat older AMD A10-7850K: prefetch_amd_kaveri.png It's about twice as slow as the Skylake. Prefetching still helps very well, although not quite to the extent of current Intel architectures. I don't think the prefetching hint is as specific and uarch-dependen...
by Zulan
Sat Aug 19, 2017 9:15 pm
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 39215

Re: Friday Facts #204 - Another day, another optimisation

Actually, one possibility could be to have a vector of ActiveEntity poitners and remove from it by switching with the last one. The entity would know the index of its position in the vector. This way you still have O(1) removal, instead of 2 pointers, you have 1 index, and you only have to touch on...

Go to advanced search