Search found 10 matches

by Hathwos
Fri Mar 11, 2022 5:14 pm
Forum: Outdated/Not implemented
Topic: Performance: Multicore pathfinding for "low" GHz servers
Replies: 10
Views: 5454

Performance: Multicore pathfinding for "low" GHz servers

TL;DR
Outsource pathfinding to idle cores, to optimize the main loop which is using one core 100% on server with multiple cores but low performance per core.


What ?
Instead of running the A* inside the main loop, i would suggest to implement some kind of event driven scenario for multicore ...
by Hathwos
Mon Jan 10, 2022 8:03 am
Forum: Technical Help
Topic: Info overlay reports 60 UPS but Game Runs Slower
Replies: 31
Views: 11270

Re: Info overlay reports 60 UPS but Game Runs Slower

What i found by accident: i'm running Factorio vanilla (current experimental at date of post) as Linux GSM server on my Synology DS920+ (VM) .. weak CPU for the task, i know ;) ..

Map size is about 30MB and we noticed the server got slower and slower, even with our "small base" (expensive recepies ...
by Hathwos
Fri Oct 06, 2017 11:44 pm
Forum: Ideas and Suggestions
Topic: [0.15.35] Train station: en-/disable & text color (cosmetic)
Replies: 1
Views: 1241

[0.15.35] Train station: en-/disable & text color (cosmetic)

Hi folks,

This is not really a bug as in "problem" ;)

If you disable and enable train stations through the circuit network the name of the station changes color to red and white.

Case 1: if you have map open this change is reflected instantly -> it works, great

Case 2: if you have the train ...
by Hathwos
Fri May 05, 2017 8:29 pm
Forum: Duplicates
Topic: 0.15.8 trains broke
Replies: 42
Views: 18415

Re: 0.15.8 trains broke

Crash while attempt to get in train. (vanilla)

- Train was in station (auto)
- Train was Oil Train (filling up)

- Got near the train
- Hit Enter to get in (and may have touched Shift while pressing Enter!)
- Crash
by Hathwos
Mon Feb 13, 2017 11:54 pm
Forum: Not a bug
Topic: [0.14.22-0] Circuit Network: Connect Cable: Key Bindings
Replies: 6
Views: 2940

Re: [0.14.22-0] Circuit Network: Connect Cable: Key Bindings

Then there is no need for cable remove key binding at all? :P

But indeed mighty need for documentation of functionality what can be done and how can it be achieved :cry:
by Hathwos
Mon Feb 13, 2017 11:46 pm
Forum: Not a bug
Topic: [0.14.22-0] Circuit Network: Connect Cable: Key Bindings
Replies: 6
Views: 2940

Re: [0.14.22-0] Circuit Network: Connect Cable: Key Bindings

Ah i see.. :oops:

So let me rephrase this :D .. Why can't i click the cable i want to remove but instead have to click the machine / pole and it disconnects ALL the cables (by type) so that i have to reconnect every cable i don't want to remove?

So this topic has evolved from Bug to Feature :idea ...
by Hathwos
Fri Feb 10, 2017 7:00 pm
Forum: Not a bug
Topic: [0.14.22-0] Circuit Network: Connect Cable: Key Bindings
Replies: 6
Views: 2940

Re: [0.14.22-0] Circuit Network: Connect Cable: Key Bindings

Indeed, but it only disconnects power line cables, not e.g. red circuit cables :?
by Hathwos
Thu Feb 09, 2017 1:29 am
Forum: Not a bug
Topic: [0.14.22-0] Circuit Network: Connect Cable: Key Bindings
Replies: 6
Views: 2940

[0.14.22-0] Circuit Network: Connect Cable: Key Bindings

First of all there is no issue with Circuit Network ;)

There is however an issue with connecting items with circuit cables

Default key bindings works:

- left click is build
> select cable left click on one item, left click on another item = connected

Now try this:

- change build binding with ...
by Hathwos
Wed Aug 03, 2016 9:32 pm
Forum: Maps and Scenarios
Topic: Map exchange strings
Replies: 81
Views: 228616

Re: Map exchange strings

Hi Board :D

Lake-View Manor ( Easy/Medium , 0.13 , NoMods ) :ugeek:

>>>AAANAA0AAAACAwYAAAAEAAAAY29hbAMDAwoAAABjb3BwZXItb3Jl
AwMECQAAAGNydWRlLW9pbAMDBAoAAABlbmVteS1iYXNlAgIFCAAAAGl
yb24tb3JlAwMEBQAAAHN0b25lAwMD05HfeICEHgCAhB4ABACkhnDJ<<<

Don't worry, there WILL be enemies, but seldom ...

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