Search found 68 matches
- Sat May 16, 2015 7:41 pm
- Forum: General discussion
- Topic: Opening the source?
- Replies: 36
- Views: 22903
Re: Opening the source?
Yup. It's trying so summon the source is serious business. Some powerful necromancy is required.
- Thu May 14, 2015 11:10 pm
- Forum: General discussion
- Topic: Opening the source?
- Replies: 36
- Views: 22903
Re: Opening the source?
I would love to see the source of Factorio one day. In my opinion, the current modding model is not sufficient to develop really powerful mods simply because: 1. Lua is not quite fast enough to implement something more interesting (such as a new logistic model, different type of trains, ships or pla...
- Mon May 11, 2015 10:39 pm
- Forum: Bob's mods
- Topic: Incinerator
- Replies: 4
- Views: 8263
Re: Incinerator
What I'd love to see in factorio in the future (by using mods or in vanilla) is waste management. In reality, when you build stuff, you get various waste products that then need to be utilized. Adding this to factorio would mean that you might need to build waste disposal sites that produce obscene ...
- Mon May 11, 2015 6:44 pm
- Forum: Bob's mods
- Topic: Incinerator
- Replies: 4
- Views: 8263
Incinerator
It would be great if bob's mods would have an item destroyer/incinerator that would simply destroy unwanted items. Right now I have a late game factory that massively overproduces Sodium hydroxide. Currently I just stash it into 20+ storage boxes and when these fill up I just destroy them with the i...
- Thu Apr 30, 2015 12:20 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 126187
Re: [0.11.x][v0.2.9] Bob's Modules.
Vanilla game actually disallows this loophole. You cannot use productivity modules when packing/unpacking oil into barrels. Also, the issue here is mostly with the efficiency of the loophole. Just in seconds you can fill up an entire storage tank with any liquid you want (for example, petroleum gas)...
- Wed Apr 29, 2015 2:24 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 126187
Re: [0.11.x][v0.2.9] Bob's Modules.
I really don't mind about not being able to use productivity modules for intermediates from other mods. Personally, I just use Bob's mods without anything else.
- Tue Apr 28, 2015 10:04 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 126187
Re: [0.11.x][v0.2.9] Bob's Modules.
By putting raw productivity modules into pumps that pack/unpack liquids into barrels/bottles/cans it is possible generate infinite amounts of those liquids and of their containers (you can create a closed loop with two pumps). This effect can be boosted by surrounding pumps with beacons that increas...
- Thu Mar 26, 2015 12:51 pm
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 39877
Re: Swap input on chemical factory
Come on... that are 5 rotations in the worst case. How much rotations do you need to build rails? Curved rail placement is the worst and I really hope the devs do something to make it easier to place these rails or at least to more quickly select an appropriate one. Therefore the rail placement sho...
- Sun Mar 22, 2015 8:30 pm
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 39877
Re: Swap input on chemical factory
+1 for manually allowing to rearrange/mirror inputs or to have "smart inputs".
- Sat Mar 07, 2015 10:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.17] Crash during/after autosave
- Replies: 3
- Views: 1421
[0.11.17] Crash during/after autosave
Not sure how to reproduce this one. Happened seemingly at random. 33082.696663 Info Logger.cpp:153: 2015-03-07 23:39:31; Factorio 0.11.17 (Build 13721, linux64) 33082.696794 Info Logger.cpp:157: Operating system: Linux 33082.696852 Info Paths.cpp:202: Read data path: /home/angel/app/games/factorio/d...
- Sat Mar 07, 2015 9:23 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 129993
Re: [0.11.x][v0.1.8] Bob's Power mod
Small question: is crafting time for solar panels and accumulators supposed to be 0.5 seconds or is it a bug? Because the original factorio's solar panels and accumulators take 10 seconds to craft.
- Mon Feb 23, 2015 5:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] Width/Height of Map always rounded up
- Replies: 2
- Views: 3911
Re: [0.11.16] Width/Height of Map always rounded up
Also it would be nice, if I set map height to 32 for factorio to generate a map which is exactly 1 chunk high. Right now if I set height to 32 I get 16 tiles of one chunk and ~16 of another. While this has no impact on gameplay, I often use debug view (F5) to display grid, which I use to align things.
- Sat Feb 21, 2015 1:02 pm
- Forum: General discussion
- Topic: Multithreaded game update loop
- Replies: 29
- Views: 18398
Re: Multithreaded game update loop
SorryAlekthefirst wrote:so this ended up being the "shit-throwing-thread"....
- Fri Feb 20, 2015 12:42 pm
- Forum: General discussion
- Topic: Multithreaded game update loop
- Replies: 29
- Views: 18398
Re: Multithreaded game update loop
You aren't hitting *any* cache locality problems with that sort of "test". You had literally zero data sharing between the game instances even if they were in same multiplayer world. Since I love repeating myself, I'll state this: one of the main points I made in my previous posts that a ...
- Thu Feb 19, 2015 2:25 am
- Forum: General discussion
- Topic: Multithreaded game update loop
- Replies: 29
- Views: 18398
Re: Multithreaded game update loop
By 'easily' I referred to 'the most time consuming tasks can be divided into chunks' bit. When I tested 4 instances of factorio, they consumed less than 8 GB of ram combined, which is a reasonable amount of RAM for any descent machine. Also, it is unclear how much of that memory is textures, sounds ...
- Thu Feb 19, 2015 12:41 am
- Forum: General discussion
- Topic: Multithreaded game update loop
- Replies: 29
- Views: 18398
Re: Multithreaded game update loop
You certainly have enthusiasm, but its clouding your view of the reality of multi-core computing. Even a linear increase in speed requires what we call an "embarrassingly parallel" problem that lends itself to problems that are more IO bound than CPU bound (my experience here is writing F...
- Tue Feb 17, 2015 4:45 pm
- Forum: General discussion
- Topic: Multithreaded game update loop
- Replies: 29
- Views: 18398
Re: Multithreaded game update loop
I believe in you, kovarex
Thank you for the wonderful game. I really wanted something like this for quite a long time.
Thank you for the wonderful game. I really wanted something like this for quite a long time.
- Tue Feb 17, 2015 1:04 pm
- Forum: General discussion
- Topic: Multithreaded game update loop
- Replies: 29
- Views: 18398
Re: Multithreaded game update loop
While I agree that optimizing the current game update loop is the way to go, parallelisation shouldn't be dismissed. Even in ideal, perfect world parallelization can only give linear increase in speed. It essentially just moves the performance ceiling up somewhat but whenever there are some stuff li...
- Tue Feb 17, 2015 12:08 am
- Forum: General discussion
- Topic: Multithreaded game update loop
- Replies: 29
- Views: 18398
Re: Multithreaded game update loop
Actually, per-sector parallelism is a pretty neat compromise that IMO shouldn't be too hard to implement. Each sector could have a fixed size. Sectors logically can be laid out in a grid. To travel between sectors one could use a special building (say, a tunnel) that can only built on sector's edge....
- Sun Feb 15, 2015 7:20 pm
- Forum: General discussion
- Topic: Multithreaded game update loop
- Replies: 29
- Views: 18398
Re: Multithreaded game update loop
I agree that it is not an easy thing. If factorio logic is divided nicely to process one chunk at a time, then it would be more or less a matter of processing multiple chunks at a time. The problem with this approach would possibly be chunk boundary processing. Not that easy. It's really really com...