Search found 919 matches

by ratchetfreak
Fri Nov 30, 2018 3:42 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 101
Views: 6061

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

tl:dr the fluid system originally was oop and had the fluidbox data in each entity which turned out to be slow because of CPU cache when needing to simulate the fluid (touching just the fluid boxes). Now fluidboxes are pooled per connected section to improve locality with additional upside that it's...
by ratchetfreak
Thu Nov 29, 2018 2:11 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 96
Views: 5507

Re: Friday Facts #270 - HR Substation & Save/Load overview

On the other hand as shown by the save game size major parts of the save game are static data. So large parts of the save game would neither page fault nor copy anything. And for the rest so what if the game is slower? At least you could still play while it saves. OK. Saving in factorio is quite fa...
by ratchetfreak
Wed Nov 28, 2018 10:02 am
Forum: Outdated/Not implemented
Topic: Optimize Drone Movement
Replies: 53
Views: 3022

Re: Optimize Drone Movement

Bot's are not entirely inactive during flight. They need to update which chunk they are in. Which means removing themselves of the old chunk's entity list and adding themselves to the new one. This is to improve collision detection with them so biters can detect and attack them and players can inter...
by ratchetfreak
Tue Nov 20, 2018 11:55 am
Forum: Ideas and Suggestions
Topic: Another idea for rail curves
Replies: 22
Views: 790

Re: Another idea for rail curves

darkfrei wrote:
Mon Nov 19, 2018 8:12 pm

No, just short lines, that can be placed out-of-grid and connected together.
what about the ties and gravel bedding. those are not as simple as bezier
by ratchetfreak
Mon Nov 19, 2018 12:50 pm
Forum: Gameplay Help
Topic: connect circuits
Replies: 5
Views: 221

Re: connect circuits

it's simpler to keep the oil train at the place with the full tanks using the send to train option in the station and circuit condition in the train's schedule.
by ratchetfreak
Mon Nov 19, 2018 12:34 pm
Forum: Ideas and Suggestions
Topic: Recycle/Repurpose excess Items
Replies: 3
Views: 148

Re: Recycle/Repurpose excess Items

barrels, steel furnaces and iron chests are about the only mass produced thing that you cannot recycle actually IIRC. Wooden items can be burnt in a furnace/boiler as fuel. Steel chests can be turned into logistics chests. Fish can be eaten to recover health. For the rest of the intermediate items y...
by ratchetfreak
Fri Nov 16, 2018 4:40 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 169
Views: 12899

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

The new belts looks really good, but this bothers me... Will entities fall off the ground at the end of a belt, as there are no shown "boundaries" to keep them on place? Yeah a barrier of some kind would make it immediately obvious that there is a stop there. It would make the belt end with items l...
by ratchetfreak
Tue Nov 13, 2018 5:01 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 7947

Re: Friday Facts #268 - The modern Biter

I think that particular part of their lifecycle has been slaughtered on the sacrificial altar in honor of his majesty Yuu Peyes the Alaccellerating. Of course would AI cost CPU time - but AI is relatively easy to parallelize and Factorio can't currently fully utilize 8 hyperthreads / 4 cores (wich ...
by ratchetfreak
Tue Nov 06, 2018 1:44 pm
Forum: Modding interface requests
Topic: Runtime alteration of player mining/crafting categories.
Replies: 2
Views: 106

Re: Runtime alteration of player mining/crafting categories.

There is also the option to put it in the force. Makes it easier to make it research adjustable. Power armor based tweaking would also be nice.
by ratchetfreak
Tue Nov 06, 2018 9:49 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 485
Views: 25601

Re: Friday Facts #266 - Cleanup of mechanics

Even just doing the same filter with ores isn't possible anymore. AFAIK there is no way to change the mining filter on the player entity mid-game, so you either have the option of "Can always mine all ores" or "Can never mine certain ores", previously you could use the hardness as a filter to unloc...
by ratchetfreak
Fri Nov 02, 2018 4:54 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 117
Views: 8029

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

I really hope the "3 inserters" comment refers to a future FFF of the upcoming version, not just a dead thought that won't be seen for a long time.. implementing doesn't sound all that hard, for every time a bot is assigned a construction task, search nearby the destination (5 tiles or so) for a gh...
by ratchetfreak
Tue Oct 30, 2018 12:02 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 485
Views: 25601

Re: Friday Facts #266 - Cleanup of mechanics

honestly if properly marked limiting recipes from certain assemblers is not a bad idea.

But linking it exclusivly to number of ingredients isn't the best and restricts you from excluding some items to higher tier assemblers.
by ratchetfreak
Fri Sep 28, 2018 4:43 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 9801

Re: Friday Facts #262 - Hello my name is: Compilatron

this gives me an idea for a assitant mod where you can send compilatron and access buildings through him

though it's going to be tricky regarding inventory and only letting his inventory (if any) interact with the buildings.
by ratchetfreak
Tue Sep 25, 2018 3:45 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 7096

Re: Friday Facts #261 - Performance + New player interaction

Red-Green Dichromism is the most common form of colour blindness, especially amongst males. Therefore, it should be considered first and foremost when considering colourblindness friendliness. It's also the easiest to avoid problems with if you know what you're doing. Either way... red arrows does ...
by ratchetfreak
Fri Sep 21, 2018 11:46 am
Forum: General discussion
Topic: Why not Lua?
Replies: 17
Views: 1502

Re: Why not Lua?

The default implementation doesn't do any optimizations apart from tail-call The only native data structure is a hybrid array/hashtable and depending on how you filled the table you are not guaranteed that all numeric keys are in the array part. I believe factorio already changed these to get consis...
by ratchetfreak
Fri Sep 07, 2018 4:18 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 98
Views: 8163

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

Bugsies getting some love? May i ask if you have any plans to make them more of an actual threat than just PITA? Cause if we could get some more sophisticated bugsy behaviour, it would be cool maybe even functionalities for pvp hoomins against bugsies scenarios Except a lot of players don't want hi...
by ratchetfreak
Fri Sep 07, 2018 3:14 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 98
Views: 8163

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

I think this is really the right thing but people with non-US layouts might have got used to those shortcuts in other apps. Is Ctrl+Z actually Ctrl+W in MS Word, for example? What about browsers? Ctrl+W usually closes the active tab, is it Ctrl+Z for the French layout? It's kinda controversial for ...
by ratchetfreak
Mon Sep 03, 2018 1:00 pm
Forum: Ideas and Suggestions
Topic: Dragging power poles should connect power networks
Replies: 10
Views: 549

Re: Dragging power poles should connect power networks

It sounds like the logic should be something like if cursor no longer in range of any network, place pole in last valid location. if cursor is in range of network with different ID place pole connecting the networks otherwise don't place pole condition 2 can be refined to avoid placing poles with ma...
by ratchetfreak
Fri Aug 31, 2018 11:17 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 144
Views: 12074

Re: Friday Facts #258 - New autoplace

Much more predictable starting area resources that don't overlap each-other and are not covered by water. Maybe I haven't understood it properly, but from the screenshots it seems like this goal hasn't been achieved ? It seems from the screenshots that while you're guaranteed to have all of the res...
by ratchetfreak
Mon Aug 27, 2018 12:41 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 109
Views: 11284

Re: Friday Facts #257 - NPE/Campaign update

If we add shallow water to Freeplay (which is not as simple as it sounds), then some people might be sad that there is the occasional Biter nest where you cannot use turret creep... Wait... So turret creep is allowed now? Also, you can landfill the shallow water tiles and place turrets on them so h...

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