Search found 101 matches

by FrodoOf9Fingers
Tue Oct 08, 2019 7:35 pm
Forum: General discussion
Topic: Are layers seperately threaded?
Replies: 7
Views: 433

Re: Are layers seperately threaded?

Different surfaces still have the same problem with threading as anything else The main thing I see, is that scripts can access any surface. So when an entity dies, a script could add/remove other things from other surfaces Thats true. Putting multi threaded programming concerns on mod devs would b...
by FrodoOf9Fingers
Tue Oct 08, 2019 7:31 pm
Forum: General discussion
Topic: Are layers seperately threaded?
Replies: 7
Views: 433

Re: Are layers seperately threaded?

The single-thread design is only one of the bottlenecks. RAM latency is another one, sometimes even the primary bottleneck . If you solve multithreading, you will still be stuck on RAM latency. The hope is that hardware will improve. Memory overclocking is becoming more widespread, and there are su...
by FrodoOf9Fingers
Tue Oct 08, 2019 7:27 pm
Forum: General discussion
Topic: Are layers seperately threaded?
Replies: 7
Views: 433

Re: Are layers seperately threaded?

It's a wonderfully complex problem but not an impossible one. I'm curious if it's possible to identify and define distinct blocks of area and put each area on its own thread. For example, train pathing probably doesn't need to be on the same thread as inserters deciding to take items. This is withi...
by FrodoOf9Fingers
Tue Oct 08, 2019 6:21 pm
Forum: General discussion
Topic: Are layers seperately threaded?
Replies: 7
Views: 433

Are layers seperately threaded?

It was noted that modding will be the lifeblood of factorio after 1.0. Given that, and seeing the trend for cpus is more cores, we may have to rely on Mods for performance bumps. Clusterio gave us mutlithreading, but that involves seperate instaces of factorio running. Itd be really cool if surfaces...
by FrodoOf9Fingers
Fri Aug 16, 2019 11:01 pm
Forum: General discussion
Topic: Inserter removing fuel from burner mining drill
Replies: 3
Views: 510

Re: Inserter removing fuel from burner mining drill

This was used to great effect when we had 1x1 boilers.
by FrodoOf9Fingers
Sun Aug 04, 2019 3:10 pm
Forum: General discussion
Topic: Lower Level, Non-Slotted Armor
Replies: 11
Views: 673

Re: Lower Level, Non-Slotted Armor

Armor is essntial for some death worlds
by FrodoOf9Fingers
Tue Jul 02, 2019 6:51 pm
Forum: General discussion
Topic: How does uranium processing not cause desync?
Replies: 31
Views: 2020

Re: How does uranium processing not cause desync?

A seed is picked, and then operations are done in order for all computers. So, you'll get the same random number for each computer.
by FrodoOf9Fingers
Sun Jun 30, 2019 9:13 pm
Forum: General discussion
Topic: Should standing next to an active reactor harm player health?
Replies: 42
Views: 2644

Re: Should standing next to an active reactor harm player health?

Not sure about the reactor, it is incased, kinda like one on a nuclear submarine (the inner reator room is three stories) larger subs get up to 500mw, so id say our reactors are large for the power they make. Perhaps because it is an entire room on the inside, like a submarine. If we wanted this, i ...
by FrodoOf9Fingers
Wed Jun 19, 2019 7:29 pm
Forum: General discussion
Topic: Train cornering speed limit - variable radius corners
Replies: 41
Views: 2495

Re: Train cornering speed limit - variable radius corners

Simular to loaders, i think we want to avoid item bloat.
by FrodoOf9Fingers
Fri Jun 14, 2019 3:57 am
Forum: General discussion
Topic: Understanding pipe capacity - important for large scale refineries
Replies: 12
Views: 1843

Re: Understanding pipe capacity - important for large scale refineries

I thought that some of thd fluid dynamics was released, but i could be horribly wrong.
by FrodoOf9Fingers
Fri Jun 14, 2019 3:54 am
Forum: General discussion
Topic: It's not a bug, but..
Replies: 2
Views: 587

Re: It's not a bug, but..

They took an icon meant for the inventory system for the research icon and havent creatrd a high res version yet. Game is still early access :p
by FrodoOf9Fingers
Thu Jun 13, 2019 7:41 pm
Forum: General discussion
Topic: Redesign the entire railway system. Again!
Replies: 20
Views: 3007

Re: Redesign the entire railway system. Again!

Branches make it harder for the pathfinder too, since it had to check every branch.

Reducing branching (each of your junctions adds at least 3 branches the train could take), or adding waypoint stations can help.
by FrodoOf9Fingers
Tue Jun 11, 2019 4:50 pm
Forum: General discussion
Topic: Understanding pipe capacity - important for large scale refineries
Replies: 12
Views: 1843

Re: Understanding pipe capacity - important for large scale refineries

Did we verify that the table is still correct given the latest fluid movement changes?
by FrodoOf9Fingers
Mon Jun 10, 2019 11:07 pm
Forum: Mod portal Discussion
Topic: Any way to report a mod as inappropriate?
Replies: 11
Views: 839

Re: Any way to report a mod as inappropriate?

[Moderated by Koub] Off topic. Response to previous posts that have now been moderated.
by FrodoOf9Fingers
Mon Jun 10, 2019 9:27 pm
Forum: Mod portal Discussion
Topic: Any way to report a mod as inappropriate?
Replies: 11
Views: 839

Re: Any way to report a mod as inappropriate?

[Moderated by Koub] Off topic : OP asks for a way to report content he deems inappropriate.
by FrodoOf9Fingers
Wed May 22, 2019 10:49 pm
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 4476

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?...
by FrodoOf9Fingers
Tue May 07, 2019 10:35 pm
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 4476

Re: aliens needs multithreading :D

I would think that its the combination of the two: determining whether a biter is range of an artillery station is generally the same algorithm as collision detection. Since artillery has a very large range, I would assume whatever algorithm they use has to calculate many more distances. The more bi...
by FrodoOf9Fingers
Thu Apr 25, 2019 6:28 pm
Forum: General discussion
Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
Replies: 23
Views: 1492

Re: Stack inserter bug, flawed design or is the current behavior the best possible?

In to say that this happens alot with requester chests and assemblers too. In that case, itd be cool if the order of item type was a bit different so the assembler can start earlier, consuming some resources.
by FrodoOf9Fingers
Fri Feb 01, 2019 7:48 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 29232

Re: Friday Facts #280 - Visual Feedback is the king

Waypoints are awesome, I can give pathing hints to trains to speed up the algorithm. Now we just need sone optimizations for trains moving :). At least, I feel like simple train movement takes a decent amount of ups.
by FrodoOf9Fingers
Thu Jan 31, 2019 11:55 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 11833

Re: Lategame mining options are lacking

What, using bots for literally everything is bad? :p

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