Search found 124 matches

by NotABiter
Mon Jan 29, 2018 9:14 pm
Forum: Outdated/Not implemented
Topic: Remove robot charging cheat
Replies: 23
Views: 2433

Re: Remove robot charging cheat

I realized that a simple sorting strategy (as in "closest first") even as an "add on" to my idea of limiting the range, is not optimal. What you really want (in addition to range limiting) is for the bots to take the average motion of the player character over time into account. You then want to com...
by NotABiter
Mon Jan 29, 2018 12:27 am
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 10487

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

The alternate recipies are optimal depending on the resource availability. E.g. in a level with lots of iron you would go a different route than you would in a level that is lacking iron. I concede the point - when there is sufficient pressure on a resource (despite them technically being infinite ...
by NotABiter
Sun Jan 28, 2018 1:46 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 10487

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

I see another way to come to a very similar result: We permanently introduce multiple alternative recipes to obtain the same item by different pathways. Except that doesn't achieve the desired result at all . This is the problem as originally stated: So it is a battle, who has the best blueprints l...
by NotABiter
Sun Jan 28, 2018 2:08 am
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 10487

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

So it is a battle, who has the best blueprints loaded from Internet, instead of who is the best factorio player. Therfore I would like to see an option to restrict blueprint import, so that only blueprints are allowed which are created in current pvp session. The problem you describe is real but th...
by NotABiter
Sat Jan 27, 2018 2:17 am
Forum: Outdated/Not implemented
Topic: Remove robot charging cheat
Replies: 23
Views: 2433

Re: Remove robot charging cheat

Also this would make it even more important to have personal roboports handle ghosts in order of distance. Because with the inability to recharge by cheat the longer flight path would costs again in longer recharge time. I agree some supporting feature(s) would be nice, though the form I would pref...
by NotABiter
Fri Jan 26, 2018 11:33 pm
Forum: Outdated/Not implemented
Topic: Remove robot charging cheat
Replies: 23
Views: 2433

Re: Remove robot charging cheat

It would be nice if one could recharge from the power grid so personal roboports can still be used pre fusion generator." After a long hiatus from the game, I've just been playing an 0.16.16 game, and I have to reiterate how eminently usable personal robots are with modular armor. Besides some (mos...
by NotABiter
Fri Jan 26, 2018 9:43 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 10487

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

However, this makes it even more important that the gameplay is well balanced and that there are no exploits in the game, which would give the exploiting side an unfair advantage. What, you mean broken mechanics like being able to command 40 robots at the early modular armor stage by stuffing 4 rob...
by NotABiter
Fri Dec 08, 2017 12:21 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 189
Views: 20976

Re: Friday Facts #219 - Cliffs

As many others have noticed, the cliffs look like walls rather than cliffs. (This is "messes with your brain" levels of bad, like a mild form of trying to play an RTS in an M. C. Escher drawing.) When terrain discontinuities and cliffs are present in the same place, the terrain discontinuities shoul...
by NotABiter
Sun Aug 13, 2017 1:30 pm
Forum: Outdated/Not implemented
Topic: Remove robot charging cheat
Replies: 23
Views: 2433

Re: Remove robot charging cheat

math Your math is kind of irrelevant, part 1: His issue is that his batteries are dead. And you can see in the video @7:18 that he kills his batteries by deconstructing trees at the full distance of his roboports (and then some since he runs away from the bots). That's the exact kind of inefficienc...
by NotABiter
Sun Aug 13, 2017 8:05 am
Forum: Outdated/Not implemented
Topic: Remove robot charging cheat
Replies: 23
Views: 2433

Remove robot charging cheat

TL;DR Don't recharge construction/logistics bots when they are mined. What When you mine a bot, it forgets how much charge it had. This effectively recharges them to full charge without actually spending any energy (and without any charge time). The suggestion is that bots should always remember ho...
by NotABiter
Mon Aug 07, 2017 12:17 am
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 68590

Re: The von Neumann Thread

I had to change the marathon-ness down to normal settings, as I don't have anything to work with that. I don't know what you mean by "I don't have anything to work with that". (This is a vanilla map - it requires absolutely no mods. And even with expensive recipes and tech it's a fairly easy map. T...
by NotABiter
Sun Aug 06, 2017 10:41 pm
Forum: General discussion
Topic: 10 Seconds of Glory
Replies: 1
Views: 760

10 Seconds of Glory

I have yet to do this. I thought seeing a train cut in half by another was funny, but this is even funnier for some reason. Good thing he safely stowed away all that landfill right before taking off.
by NotABiter
Fri Aug 04, 2017 9:28 pm
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 14715

Re: Friday Facts #201 - 0.15 Stable, but not really

Toawa wrote:That being said, there's no need to be snide about it.
I provide a sincere and informative response and in return you accuse me of having behaved badly somehow. I'm pretty sure that was not necessary.
by NotABiter
Fri Aug 04, 2017 1:25 am
Forum: Maps and Scenarios
Topic: Map exchange strings
Replies: 72
Views: 116581

Re: Map exchange strings

Beeblebrox wrote:You must try this map!
...he says, while neither posting a map string nor indicating which version of Factorio was used to generate it.
by NotABiter
Fri Aug 04, 2017 1:18 am
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 14715

Re: Friday Facts #201 - 0.15 Stable, but not really

A bit curious about one thing Even if you care about save-game performance, those things you bring up won't even budge the needle. My best guess is Factorio's save-game time (the serialization part which is when the game is paused) is something like 90% memory latency, and a good chunk (maybe half)...
by NotABiter
Thu Aug 03, 2017 5:13 pm
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 14715

Re: Friday Facts #201 - 0.15 Stable, but not really

With fork() on the other hand you just copy the page tables to mark memory copy-on-write. Clarification: At a hardware level, the pages are not marked copy-on-write -- they are marked read-only. The OS remembers internally (purely in software) that these pages are to be treated as copy-on-write. Th...
by NotABiter
Thu Aug 03, 2017 5:50 am
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 14715

Re: Friday Facts #201 - 0.15 Stable, but not really

Autosave related: Shouldn't the default autosave interval be just increased, as dying doesn't mean end of the game now? I've been playing since 0.11.x and I thought your default auto-save setting was excessive even back then with death = death, and upping that interval is always one of the things I...
by NotABiter
Tue Aug 01, 2017 7:26 pm
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 14715

Re: Friday Facts #201 - 0.15 Stable, but not really

The game isn't laid out in a way to make saving efficient. It's laid out in a way to make runtime performance efficient. I really don't think you're going to convince me that's not a false dichotomy, especially when Factorio's memory bandwidth numbers show that it is not "laid out in a way to make ...
by NotABiter
Tue Aug 01, 2017 5:40 am
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 14715

Re: Friday Facts #201 - 0.15 Stable, but not really

Factorio's hunger for memory bandwidth would mean you've just created a new problem No, Factorio doesn't have a "hunger for memory bandwidth". On any reasonable modern box Factorio only uses a small fraction of the available memory bandwidth. Factorio is memory *latency* limited. That this is the c...
by NotABiter
Tue Aug 01, 2017 2:46 am
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 14715

Re: Friday Facts #201 - 0.15 Stable, but not really

It already works this way. According to what you yourself have said, no, it doesn't work the way I described - Factorio doesn't do the most important part. That is, during the pause what Factorio does is a bazillion inefficient tiny (object-level) copies when what it should be doing is a small numb...

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