Search found 50 matches

by Ext3h
Wed Jan 29, 2020 6:14 pm
Forum: Bug Reports
Topic: [0.18.1] Invalid packet (type ConnectionRequestReply)
Replies: 1
Views: 247

Re: [0.18.1] Invalid packet (type ConnectionRequestReply)

There was the suspicion that we brought the server into that state by use of excessively sized blueprints. An issue I could observe as player was that using an upgrade planer to upgrade more than 256 entities (all of them same type) in a single drag&drop action resulted in instant disconnect for the...
by Ext3h
Tue Jan 14, 2020 6:42 am
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 9408

Re: Friday Facts #329 - Campaign reassessment

What stuck with me in the old campaign, and that I can remember vividly even now, was coming across a ruined factory. There were still a number of buildings standing, but power was dead and a lot of the assembly line had been destroyed. That type of hand-holding is great for some players, who like ...
by Ext3h
Sun Dec 08, 2019 8:41 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 15713

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Now take 32 bits for ID (not 64B for a pointer), 18 bits for X and Y, and 4 bits for state, so 9 bytes for entity. That means 7 entities per cache line, 15 lines in total. Profit. That math is far off, unfortunately. Unpacking bit-packed structures like that is not free. Especially not if placed on...
by Ext3h
Sun Dec 08, 2019 6:55 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 15713

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

I speak about linear memory, not about pointers. But you still don't get any "smart" memory layout for them, usually just a heap per type. No such grouping or clustering as you suggested. Why not? I don't understand. You can have any number of forks grouped according different access rules. Unless ...
by Ext3h
Sun Dec 08, 2019 5:16 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 15713

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

I speak about linear memory, not about pointers. So did I. Except you don't replicate data back to the main entity. Once it's forked off to a component, data is stored only in that component and no longer directly embedded in the owning entity. Said isolated components exist in linear memory with o...
by Ext3h
Sun Dec 08, 2019 4:08 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 15713

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

When talking about parallelization, if the tasks are indeed independent, why would they be competing for memory access? Because memory access is the bottleneck. [...] I have an idea. Entities could have duplicated data: one regular structure for all entity data, and reduced copy containing only few...
by Ext3h
Sat Dec 07, 2019 8:41 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 15713

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

https://i.imgur.com/AHd8pPt.png In other words, the pixels near the edge of sprites seem randomly scattered, and within the sprite frame-to-frame movement also results in a lot of random scattering of individual pixels, as opposed to smooth movement of larger regions. This phenomenon is both ugly a...
by Ext3h
Sat Dec 07, 2019 6:09 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 15713

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

A lot of testing later and the results were correct; it was just that much faster. The underlying algorithm didn't change but it just ran > 3x faster now by touching less memory. This is another nice example of "Factorio is not CPU bound, it's memory latency bound". More cores wasn't going to make ...
by Ext3h
Sun Dec 01, 2019 11:27 am
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 8222

Re: Friday Facts #323 - Animated water

Yea it's a 2D game, so... So? Filtering the sprite into outline is happening in 2D as well. Except the used filter kernel is a constant width one regardless of distance to sprite base, which is causing it to look weird. If the reflected part is far from the water, it should be reflected with a lowe...
by Ext3h
Sat Nov 30, 2019 11:38 pm
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 8222

Re: Friday Facts #323 - Animated water

Shadows on the water ... I don't think I ever realized they are there, but now that the water is moving, they pop out. And they are neither subject to a blur, nor are they distorted by a noise function. Can't really paint them on top of the water like that. They can suppress highlights on the water,...
by Ext3h
Tue Nov 19, 2019 7:13 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 22262

Re: Friday Facts #320 - Color correction

This indicates you might have a configuration problem with your monitor [...] or your display's transfer characteristics might be favoring light values and not giving enough bits to darker values. Spot on... the monitor had shifted to game profile with a weird transfer function increasing hue. Back...
by Ext3h
Fri Nov 15, 2019 7:01 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 22262

Re: Friday Facts #320 - Color correction

I agree that map doesn't need much contrast between biomes, because differences between them are not that important for the gameplay. Orientation. I don't actually care much either what the individual biomes are (surprise!), but I primarily recognize where I am on the map based on the shape of the ...
by Ext3h
Thu Nov 14, 2019 7:33 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 22262

Re: Friday Facts #320 - Color correction

I admit, I hadn't even thought about it from the perspective of artists and modders, and there I admit I agree... It's only more convenient to use matrix math for weirdos like me who get giddy with excitement about being able to apply arbitrary colorspace conversions on things. For everyone else, a...
by Ext3h
Fri Jun 07, 2019 7:13 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 11905

Re: Friday Facts #298 - Demo upgrade for Stable

All the loader mods which actually use the loader entity haven't bypassed anything. They inherit everything from the basic loader prototype that was abandoned over a year ago but oddly made it into the campaign. There is one exception with a mod which presents the player with a thing which looks li...
by Ext3h
Fri Jun 07, 2019 6:30 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 11905

Re: Friday Facts #298 - Demo upgrade for Stable

This breaks a fundamental rule that was decided back in FFF-128 when Loaders were being considered. This rule is that there is only one way to move items between structures, by using Inserters. Even though the items were never actually transferred, and our intent was that the Loader consumes them, ...
by Ext3h
Fri Jun 07, 2019 5:49 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 19207

Re: Friday Facts #297 - New resource icons

Is there any specific plan to address the unstable Z order issues, which became even more prominent after increasing the belt density? As nice as it looks on a straight piece, in corners, or on tiles adjacent to corners, you quickly notice the order shifting. With now randomized variations, you are ...
by Ext3h
Fri May 17, 2019 7:04 am
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 2287

Re: Scale worker robot speed research

Balance bots vs belts (not a fair comparison btw., you would also need to consider the footprint required for 4MW of power production, and the fact that you can effectively interweave 3 blue + 2 (or 1?) red belts in just 2 tiles), and the cost effectiveness of the research are just two points to con...
by Ext3h
Sat May 11, 2019 9:14 am
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 2287

Re: Scale worker robot speed research

How much more throughput do you think logistics mots should have? Double? 500%? 20 000%? Just tell me what you think is a reasonable number and we can discuss that first. No point in discussing how to achieve it if we have no decided goal for how strong these throughput buffs should be. Aren't you ...
by Ext3h
Sun May 05, 2019 5:19 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 2287

Re: Scale worker robot speed research

At the beginning, one robot can fly 83.3s before needing a recharge. Every 1.5s, I can refill 4 logibots with a roboport, so during that 83.3s flight, one roboport can manage at most (83.3/1.5)x4 = 222 robots without them queuing for recharge. Now let's say I have infinite tech 5 (worker speed 10)....
by Ext3h
Sat May 04, 2019 10:56 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 2287

Re: Scale worker robot speed research

You say mega-factory and "hundreds" of bots in the same sentence. Are you sure you have a bot based mega-factory and not just something that is big compared to a starter base? Even with infinite bot speed 15 a tiny 1k RPM bot-based factory requires 2000 logistics bots and there's no trouble keeping...

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