about the chained rocket launches. What if you were 1 frame too slow to queue up the next rocket? Are you then cursed to half the throughput?
It would be nice if the closing could be "inverted" so that as soon as the rocket is ready it will start to open up the silo again no matter where in the ...
Search found 952 matches
- Fri Apr 05, 2024 2:00 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 36033
- Fri Mar 29, 2024 12:15 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 115
- Views: 32240
Re: Friday Facts #404 - Frustration not found
being able to copy paste the blueprint grid settings around to other blueprints would be handy as well. Perhaps some kind of "inherit from book" setting.
You know for those people who like their block based designs and don't always end up starting aligned to the grid they saved in their libraries.
You know for those people who like their block based designs and don't always end up starting aligned to the grid they saved in their libraries.
- Fri Feb 28, 2020 12:22 pm
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 25652
Re: Friday Facts #336 - Offshore pump redesign
one little nitpick about the new design, when it has been landfilled over the lags just vanish into the ground, it would look cleaner to have little feet on them IMO
- Thu Feb 20, 2020 4:51 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 253476
Re: Parrallel processing in games & applications
That sounds like a lot of complexity.
array prefetch will mean you end up blasting through the list at memory bandwidth speed instead of cache miss latency speeds.
Can't speak for Factorio's specific case, nor have I really thought about how it is specifically coded. But in many other cases ...
- Thu Feb 20, 2020 3:02 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 253476
Re: Parrallel processing in games & applications
Entities require stable memory addresses and can move around anywhere (sometimes between surfaces) so they can't be put into some vector<thing>.
referential consistency can be solved with a chunked array.
from the mod api only players and vehicles can teleport between surfaces, sure treat ...
- Thu Feb 20, 2020 1:20 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 253476
Re: Parrallel processing in games & applications
I think in general it isn't worth processing. You waste energy and might trash the cache.
Whether you skip or process, you still have to wait for RAM to deliver data for entities that do need to be processed. Might as well idle and wait than do pointless processing.
But doing array iteration ...
- Thu Feb 20, 2020 11:51 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 253476
Re: Parrallel processing in games & applications
Put the inserters into an array and you remove the latency for looking up the next pointer. This then also allows splitting the array into threads (provided you do a few other things to make that possible too)
I think part of the complication is the skipping of processing certain entities - an ...
- Tue Feb 04, 2020 12:23 pm
- Forum: Ideas and Suggestions
- Topic: 20 % faster lua with goto labels
- Replies: 2
- Views: 1656
Re: 20 % faster lua with goto labels
I would be surprised if the compiler didn't already do something like that. Large switch statements are a very attractive target for this kind of automatic optimization.
- Fri Jan 24, 2020 4:33 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 78411
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
I find it not appropriate to describe Dominik's departure in the way you did it.
How else should we handle it? I want to be as transparent and honest with you as I can be.
You very much implied that the decision to release without the character gui is the main reason why he left. This could ...
- Thu Nov 28, 2019 1:44 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 34564
Re: Friday Facts #322 - New Particle system
this one was quite low hanging fruit thoughSHiRKiT wrote: Wed Nov 27, 2019 9:19 pm IF there's a thing that impreses me, is that 20 members of the team later, and 5 years, and you gus still improve the performance by huge margins. Your dedication to this game is unparallel
- Fri Nov 08, 2019 4:26 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 92882
Re: Friday Facts #320 - Color correction
will the LUT allow for things like emissive (glow in the dark) patches?
That would be nice to add to the vehicles and the warning concrete.
That would be nice to add to the vehicles and the warning concrete.
- Wed Oct 23, 2019 3:05 pm
- Forum: Modding help
- Topic: Is it possible to run a script over multiple ticks?
- Replies: 4
- Views: 1735
Re: Is it possible to run a script over multiple ticks?
You can use a coroutine:
local mycoroutine = coroutine.create (function ()
run_every_5_seconds
if something do
do stuff
coroutine.yield()
do more stuff
end
coroutine.yield()
do more stuff
etc.
end
end )
script.on_event(defines.events.on_tick, function(event)
coroutine.resume ...
local mycoroutine = coroutine.create (function ()
run_every_5_seconds
if something do
do stuff
coroutine.yield()
do more stuff
end
coroutine.yield()
do more stuff
etc.
end
end )
script.on_event(defines.events.on_tick, function(event)
coroutine.resume ...
- Mon Oct 21, 2019 11:05 am
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 39229
Re: Friday Facts #317 - New pathfinding algorithm
In the simplified map how does the heuristic calculate the distance? You could be just crossing one tile at the edge of the chunk or go all the way across the chunk. Worst case there could be a spiral pattern so it takes 100+ tiles to cross a chunk.
So what's your trick there?
The trick is ...
- Fri Sep 20, 2019 9:18 am
- Forum: General discussion
- Topic: aliens needs multithreading :/
- Replies: 40
- Views: 17687
Re: aliens needs multithreading :/
One quick hack for that is to make all responders of a artillery shot into a single attack squad with a single path to follow.EpicSlayer7666 wrote: Fri Sep 20, 2019 9:07 am a better fix might be for a fix limit of paths to be created from a artillery shot. so they will still look around but not spam new paths...
- Wed Sep 11, 2019 9:26 am
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 55
- Views: 15383
Re: Trains: Chain signals should factor in the length of the train
And yes, the train status gets mixed into the signal. But that is already the case for chain signals in the blue state. The signal can only decide to let a train pass or block it by knowing which path it wants to take. I only add the length to the state as well.
Not quite, it is different ...
- Tue Sep 10, 2019 12:55 pm
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 55
- Views: 15383
Re: Trains: Chain signals should factor in the length of the train
And this issue is about just that limitation. It doesn't have to be that way. Rail networks should be upgradable to larger trains without requiring a complete signal replacement.
There are plenty of places where moving to longer trains creates issues in a network designed for a certain size ...
- Wed Jul 17, 2019 11:57 am
- Forum: Gameplay Help
- Topic: Automatic insertion of robots
- Replies: 21
- Views: 15878
Re: Automatic insertion of robots
Agree definitely limit on the total number of bots not available. It is easy to do things that will instantly try to use thousands of bots (new requester chests, placing blueprints, destruction planner, etc.).
I found that using "one percent of bots should be idle" was ... passable, but did ...
- Fri Jul 05, 2019 2:35 pm
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 21039
Re: Friday Facts #302 - The multiplayer megapacket
If it were me I'd have added another edge case, if the packet has too many selection changes, delete them all from the queue instead have it send single absolute value.
But I'm sure there'd be issues with that as well
But I'm sure there'd be issues with that as well
- Thu Jun 13, 2019 4:18 pm
- Forum: Won't implement
- Topic: Add option for LuaControl:Opened() to ignore distance constraints.
- Replies: 2
- Views: 1623
Re: Add option for LuaControl:Opened() to ignore distance constraints.
LuaControl::opened doesn't do any distance checks in the Lua API. It's simply a part of the game logic that a player can't open something they can't reach. There's no "override" behavior it's just baked into the logic of anything opened if it's out of reach it's closed.
So the answer to this ...
- Wed Jun 05, 2019 3:21 pm
- Forum: General discussion
- Topic: aliens needs multithreading :/
- Replies: 40
- Views: 17687
Re: aliens needs multithreading :/
most of those biter things sound like a "(hostile) entity made an action" problem rather than a "lets move a biter" problem.
The charting system only needs to know the location, range and force of each charting entity. IOW give it a std::vector holding a struct{bool alive;int range; Location loc ...
The charting system only needs to know the location, range and force of each charting entity. IOW give it a std::vector holding a struct{bool alive;int range; Location loc ...