Search found 13 matches

by linux_zealot
Wed Apr 29, 2020 3:07 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.18.4] Unoptimal code generation of Linux binary (too many redundant stores/loads)
Replies: 11
Views: 2483

Re: [wheybags] [0.18.4] Unoptimal code generation of Linux binary (too many redundant stores/loads)

Thank you for the fix. Can't wait to try my new 35% faster factorio (35% if I did the math right). BTW, have the removal of -ffloat-store changed the result of floating point operations? Shortly after I reported this bug I did some fuzzing of gcc arithmetic expressions and I haven't found any instan...
by linux_zealot
Mon Feb 17, 2020 12:22 am
Forum: Desyncs with mods
Topic: [0.18.6] Desync on chronotrain
Replies: 1
Views: 1153

[0.18.6] Desync on chronotrain

Here is a desync report I got while playing chronotrain. It happened when the timer elapsed and the train teleported to a new location.
by linux_zealot
Tue Feb 11, 2020 12:31 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.18.4] Unoptimal code generation of Linux binary (too many redundant stores/loads)
Replies: 11
Views: 2483

Re: Unoptimal code generation of Linux binary (too many redundant stores/loads)

Windows note I also disassembled the windows binary and compared selected hot functions. I can tell that windows binary is not affected by the same problem. The generated code is much nicer. This confirms that the problem is compiler-related. Also this might imply that windows binary of the game ru...
by linux_zealot
Tue Feb 11, 2020 12:15 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.18.4] Unoptimal code generation of Linux binary (too many redundant stores/loads)
Replies: 11
Views: 2483

[wheybags] [0.18.4] Unoptimal code generation of Linux binary (too many redundant stores/loads)

Short description While looking at the profile of Factorio on Linux I noticed that most hot functions contain lots of redundant stores and loads of floating point values. My guess that it is caused by using -ffloat-store compiler flag. My second guess is that -ffloat-store was added to make 32-bit ...
by linux_zealot
Tue Jul 16, 2019 12:55 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.54] Alt+D logistic network highlighting get lost when the mouse is over toolbar
Replies: 2
Views: 1391

Re: [kovarex] [0.17.54] Alt+D logistic network highlighting get lost when the mouse is over toolbar

> The related item is selected AND (Mouse is not over gui OR selection is active)

Yes. That is what I had in mind when I reported the bug. Thank you!
by linux_zealot
Tue Jul 09, 2019 10:50 pm
Forum: General discussion
Topic: belt building in multiplayer
Replies: 7
Views: 1781

belt building in multiplayer

While I was watching a youtube video of a person playing on a multiplayer server I noticed a difference in appearance between building belts in multiplayer and what I'm used to see in singleplayer. In single player, when you click the belts appears instantaneously in they final form. In multiplayer ...
by linux_zealot
Tue Jul 09, 2019 10:22 pm
Forum: Minor issues
Topic: [0.17.54-2] Update planner actions continue after deconstruction planner
Replies: 5
Views: 835

Re: [0.17.54-2] Update planner actions continue after deconstruction planner

I agree with Nefrums that upgraded entities should remain marked for deconstruction for the reason well described by BattleFluffy. I would like add that in my opinion deconstruction planner should not cancel upgrading, instead both marks should remain. The reason for this is that sometimes I erroneo...
by linux_zealot
Sat Jul 06, 2019 8:52 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.54] Alt+D logistic network highlighting get lost when the mouse is over toolbar
Replies: 2
Views: 1391

[kovarex] [0.17.54] Alt+D logistic network highlighting get lost when the mouse is over toolbar

I know, that this bug is very minor, but still I would like to report my itch. I normally cut trees using Alt+D and construction bots. Usually I do this for the whole range of a roboport. Drawing Alt+D from to top, left or right corner of the roboport range is not a problem. But the bottom is, becau...
by linux_zealot
Sat May 18, 2019 5:45 am
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 19989

Re: Friday Facts #295 - New design for the chemical plant

The new chemical plant looks absolutely fantastic! Can not wait seeing it in game. Just curious. When the chemical plant goes from off mode into on mode, will the smoke appear instantly or will there be some animation (no smoke->has smoke)? If yes, then I guess there need to be some animation when t...
by linux_zealot
Mon Apr 01, 2019 8:26 am
Forum: Resolved Problems and Bugs
Topic: [posila] Ctrl+Anykey doesn't work when the game is started with Russian keyboard layout
Replies: 5
Views: 2066

Re: [posila] Ctrl+Anykey doesn't work when the game is started with Russian keyboard layout

Thank you for a quick fix. That's how it works on Windows (and I belive on macOS too). It seems that SDL doesn't receive keyboard layout change event; this might be specific to your Linux environment (window manager, some configuration or something like that) Ok, I think I can make a simple SDL2 pro...
by linux_zealot
Sun Mar 31, 2019 11:56 am
Forum: Resolved Problems and Bugs
Topic: [posila] Ctrl+Anykey doesn't work when the game is started with Russian keyboard layout
Replies: 5
Views: 2066

[posila] Ctrl+Anykey doesn't work when the game is started with Russian keyboard layout

Problematic behavior While playing Factorio I use Ctrl+C, Ctrl+V quite often. Most of the time I start the game they work, but for some runs they don't. The only solution to the problem I know is to restart the game, but after restarting it again can work and can not work. On bad days when Ctrl+C, ...
by linux_zealot
Thu Feb 28, 2019 11:00 am
Forum: Duplicates
Topic: message about connecting pipes with different fluids is shown incorrectly in 0.17
Replies: 3
Views: 3601

Re: message about connecting pipes with different fluids is shown incorrectly in 0.17

tehfreek, Thank you. Sorry for reporting duplicate.

Can I close the bug as duplicate myself or only moderators can do this?
by linux_zealot
Thu Feb 28, 2019 10:41 am
Forum: Duplicates
Topic: message about connecting pipes with different fluids is shown incorrectly in 0.17
Replies: 3
Views: 3601

message about connecting pipes with different fluids is shown incorrectly in 0.17

When I try to build an underground pipe as shown on the screenshot below, message "Can't connect systems with different fluids" is shown.

I believe this message is wrong and I believe 0.16.51 allowed building pipes like this.

I also have attached the save where the issue is reproducible.

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