The games freezes some seconds every few minutes. After investigations, it seems that the LUA's garbage collector blocks the game.
I've not that much mods... I tried and remove nearly each of them and nothing changed.
Maybe too much robots? It didn't do that with more robots than that, before ...
Search found 17 matches
- Thu Feb 23, 2023 1:14 am
- Forum: Technical Help
- Topic: LUA garbage collector
- Replies: 0
- Views: 527
- Wed Apr 20, 2022 9:34 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 380441
Maybe better?
This mod greatly enhance the AI. But imho you could have the groups going where few of them have died... So it would search for weaknesses... Like recon with small biters... And then attack with big groups where it's found to be less defended. So they would change their points of attack. Now they ...
- Sun Apr 17, 2022 7:59 am
- Forum: Ideas and Suggestions
- Topic: Do not change "ALT mode" when pressing ALT+TAB
- Replies: 16
- Views: 4866
Re: Do not change "ALT mode" when pressing ALT+TAB
I removed the ALT shortcut, anyway it's useless.
- Wed Apr 06, 2022 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Worker bots
- Replies: 4
- Views: 1896
Worker bots
Worker bots and specialized roboports
Workers bots which could harvest trees or ores, using pickaxes.
What ?
The idea is to have a class of workers bots, working around a robotic mine (a specialized roboport) when harvesting ore or a around a lumber mill when harvesting wood.
The number of ...
Workers bots which could harvest trees or ores, using pickaxes.
What ?
The idea is to have a class of workers bots, working around a robotic mine (a specialized roboport) when harvesting ore or a around a lumber mill when harvesting wood.
The number of ...
- Sat Jul 13, 2019 11:59 am
- Forum: Ideas and Suggestions
- Topic: Neural net entities
- Replies: 8
- Views: 3990
Re: Neural net entities
Two rows of values: one is coming from outside to get "values", another to get "multiplicators". The output multiply the member of each set with its multiplicator and sums it. Simple. Multiplicators can be locked or not. Backpropagation is when the multiplicators are modified by outputs from ...
- Sat Jun 29, 2019 4:19 pm
- Forum: This Forum
- Topic: Can I have a thread reviewed for a second mods opinion?
- Replies: 2
- Views: 2000
Re: Can I have a thread reviewed for a second mods opinion?
Actually I quite agree with my fellow moderator who moved your topic for two reasons.
First is that there isn't really anything close to a true suggestion in the cry for help your post is.
Second is that despite what you may think, thetrain signalling is that kind of easy to understand, hard to ...
- Tue Jun 25, 2019 8:59 am
- Forum: Balancing
- Topic: Please don't go 1.x or make evolutive recipes :)
- Replies: 0
- Views: 1342
Please don't go 1.x or make evolutive recipes :)
Recipes changes are awesome: kind of adaptability test. I think it should even be in the game by a way or another. Like at some point in the game, some of them should become obsolete, or technical progress would change the proportion of ingrediients needed. So it would be challenging to make an ...
- Mon Jun 24, 2019 8:47 pm
- Forum: Ideas and Suggestions
- Topic: Steampunk look
- Replies: 1
- Views: 1105
Steampunk look
TL;DR
Steampunk lookWhat ?
Brass, old taps buttons and analogic displays and so on everywhere![Smile :)](./images/smilies/icon_e_smile.gif)
Why ?
It would be totally inline with the spirit of the game and it would enhance visual contrast. And fun![Smile :)](./images/smilies/icon_e_smile.gif)
- Mon Jun 24, 2019 8:30 pm
- Forum: Ideas and Suggestions
- Topic: Neural net entities
- Replies: 8
- Views: 3990
Re: Neural net entities
How you'd modify the weights to make it learn, I have no idea. I never managed to get my head around that aspect of neural networks.
Maybe you can have a set of value that represent the travel time of a train like iron ore. Your neural network could be oriented to call train from the location ...
- Mon Jun 24, 2019 1:34 pm
- Forum: Ideas and Suggestions
- Topic: Air Based Enemies & Anti-Air Defenses
- Replies: 4
- Views: 2309
- Mon Jun 24, 2019 1:06 pm
- Forum: Ideas and Suggestions
- Topic: Enemy Composition Variance
- Replies: 3
- Views: 1268
Re: Enemy Composition Variance
There could be also a count of damages done by each ennemy type in the last attacks, used as a modifier for the probability of this type to be spawned for the nexta attack, increasing the proba for the bests and thus their number in the next swarm. The size of the swarms could be modfied too by the ...
- Mon Jun 24, 2019 12:54 pm
- Forum: Ideas and Suggestions
- Topic: Show coverage of adjacent turrets during placement
- Replies: 11
- Views: 3971
Re: Show coverage of adjacent turrets during placement
+1 It looks like a bug that it doesn't.
- Mon Jun 24, 2019 12:47 pm
- Forum: Ideas and Suggestions
- Topic: Neural net entities
- Replies: 8
- Views: 3990
Re: Neural net entities
it might not be necessary
[...]
If your neurons are essentially multiply, sum, and branch, then I can't see why you couldn't do an integer-only implementation. Use 8-bit values for input and weight, get a 16-bit result from the multiply, maybe get a 20-bit result from the sum (assuming 16 inputs ...
- Sun Jun 23, 2019 1:50 pm
- Forum: Ideas and Suggestions
- Topic: Neural net entities
- Replies: 8
- Views: 3990
Re: Neural net entities
I think you could actually do this with the existing circuit network.
I think Factorio's circuit network might be Turing Complete, though. It's got conditional branching out of the box, and you can build memory cells out of arithmetic combinators, though it is clunky.
I agree. The point is to ...
- Sun Jun 23, 2019 12:50 pm
- Forum: General discussion
- Topic: What about a grafic update?
- Replies: 4
- Views: 2054
Re: What about a grafic update?
Would you want a realist Tetris?
If you want a big factory you need "poor" graphics. Factorio is about efficience, not about realism. Visual effects aren't the game. Calculating rotations and raytracing takes a lot of time. Factorio massively uses short tables of precalculated values, dramatically ...
If you want a big factory you need "poor" graphics. Factorio is about efficience, not about realism. Visual effects aren't the game. Calculating rotations and raytracing takes a lot of time. Factorio massively uses short tables of precalculated values, dramatically ...
- Sun Jun 23, 2019 12:22 pm
- Forum: General discussion
- Topic: The new (enemy) graphics look sterile
- Replies: 22
- Views: 11426
Re: The new (enemy) graphics look sterile
i've never have so much time to see them but dead. Anyway they could be lamas, giant tartigrads, or vegetables. Spiders being probably the best choice :) anyway it's "skinnable".
For the questions about gravity, anyway this planet has been terraformed at some point in the past, as it has trees. Big ...
For the questions about gravity, anyway this planet has been terraformed at some point in the past, as it has trees. Big ...
- Sat Jun 22, 2019 11:50 am
- Forum: Ideas and Suggestions
- Topic: Neural net entities
- Replies: 8
- Views: 3990
Neural net entities
TL;DR
Neural logic: [element of] neural networks.
What ?
I suggest a component that would read two sets of real values, the first being multiplicators for the second, which would be added. And result in an output.
The next level of these components would be layers of neurons. The smaller the ...
Neural logic: [element of] neural networks.
What ?
I suggest a component that would read two sets of real values, the first being multiplicators for the second, which would be added. And result in an output.
The next level of these components would be layers of neurons. The smaller the ...