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 ...
Search found 13 matches
- 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: 7860
- Mon Feb 17, 2020 12:22 am
- Forum: Desyncs with mods
- Topic: [0.18.6] Desync on chronotrain
- Replies: 1
- Views: 2256
[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.
- 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: 7860
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 ...
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 ...
- 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: 7860
[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 ...
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 ...
- 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: 2994
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!
Yes. That is what I had in mind when I reported the bug. Thank you!
- Tue Jul 09, 2019 10:50 pm
- Forum: General discussion
- Topic: belt building in multiplayer
- Replies: 7
- Views: 3949
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 ...
In single player, when you click the belts appears instantaneously in they final form. In multiplayer ...
- 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: 2575
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 ...
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 ...
- 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: 2994
[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 ...
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 ...
- Sat May 18, 2019 5:45 am
- Forum: News
- Topic: Friday Facts #295 - New design for the chemical plant
- Replies: 77
- Views: 41989
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 ...
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 ...
- 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: 5543
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 ...
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 ...
- 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: 5543
[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 ...
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 ...
- 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: 4717
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?
Can I close the bug as duplicate myself or only moderators can do this?
- 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: 4717
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.
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.