Search found 943 matches

by ratchetfreak
Thu Nov 28, 2019 1:44 pm
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 55
Views: 7772

Re: Friday Facts #322 - New Particle system

SHiRKiT 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
this one was quite low hanging fruit though
by ratchetfreak
Fri Nov 08, 2019 4:26 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 191
Views: 14918

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.
by ratchetfreak
Wed Oct 23, 2019 3:05 pm
Forum: Modding help
Topic: Is it possible to run a script over multiple ticks?
Replies: 4
Views: 144

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(mycoroutine) end)
by ratchetfreak
Mon Oct 21, 2019 11:05 am
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 69
Views: 7332

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 fewer no...
by ratchetfreak
Fri Sep 20, 2019 9:18 am
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 4495

Re: aliens needs multithreading :/

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...

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.
by ratchetfreak
Wed Sep 11, 2019 9:26 am
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 27
Views: 995

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 things. L...
by ratchetfreak
Tue Sep 10, 2019 12:55 pm
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 27
Views: 995

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 of trai...
by ratchetfreak
Wed Jul 17, 2019 11:57 am
Forum: Gameplay Help
Topic: Automatic insertion of robots
Replies: 21
Views: 924

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 overbui...
by ratchetfreak
Fri Jul 05, 2019 2:35 pm
Forum: News
Topic: Friday Facts #302 - The multiplayer megapacket
Replies: 39
Views: 6037

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
by ratchetfreak
Thu Jun 13, 2019 4:18 pm
Forum: Won't implement
Topic: Add option for LuaControl:Opened() to ignore distance constraints.
Replies: 2
Views: 191

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 reques...
by ratchetfreak
Wed Jun 05, 2019 3:21 pm
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 4495

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; Fo...
by ratchetfreak
Mon May 27, 2019 10:54 am
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 4495

Re: aliens needs multithreading :/

I'll give you a detailed answer for both fish and biters but I first want someone to try to answer this: How many different shared (mutable) data sets do you think the fish or biter can touch during its ::update() function? List them + a minimum and maximum. The fish would be itself and the map chu...
by ratchetfreak
Thu May 23, 2019 1:24 pm
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 4495

Re: aliens needs multithreading :/

You example isn't complete, the order of targets in the final list matters, so that needs to be deterministic which you can do by sorting. However then you end up with a super-linear complexity operation on the main thread that cannot be parallelized. Are you saying that aorting cannot be threaded?...
by ratchetfreak
Tue May 21, 2019 12:19 pm
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 4495

Re: aliens needs multithreading :/

You example isn't complete, the order of targets in the final list matters, so that needs to be deterministic which you can do by sorting. However then you end up with a super-linear complexity operation on the main thread that cannot be parallelized. It is quite likely that the main-thread overhead...
by ratchetfreak
Tue May 14, 2019 1:56 pm
Forum: Not a bug
Topic: [0.17.37] Train update taking very long
Replies: 15
Views: 810

Re: [0.17.37] Train update taking very long

The more technical answer is that pathfinding work like while(set not empty){ take a block b out of set mark b visited if destination is in block return b for each possible next block nb directly reachable from b { if nb is not visited { add nb to set with b as it's predecessor } } } The operations ...
by ratchetfreak
Fri May 10, 2019 2:45 pm
Forum: Releases
Topic: Version 0.17.38
Replies: 12
Views: 7163

Re: Version 0.17.38

[*]When a temporary blueprint(e.g. blueprint from copy) is placed in the quickbar, the blueprint won't be destroyed when clearing the cursor and instead moved to the inventory. (https://forums.factorio.com/65332) So does this now create a blueprint in inventory, or just in the quickbar? from the de...
by ratchetfreak
Wed Mar 20, 2019 5:16 pm
Forum: General discussion
Topic: Why does radar attract biters?
Replies: 12
Views: 1047

Re: Why does radar attract biters?

it's very much intensional

and it's to avoid people just plopping down 5 solars, a powerpole and a radar and have (near) permanent vision deep into biter territory.
by ratchetfreak
Thu Feb 28, 2019 5:16 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 176424

Re: Version 0.17.0

what's a "rolling stock"? Rail-vehicles: https://en.wikipedia.org/wiki/Rolling_stock Has anybody EVER found it useful to be able to detach/attach rolling stocks? I always just assembled the train on the line as needed. It be useful if that was automatable, otherwise the only use is reattaching trai...
by ratchetfreak
Thu Feb 28, 2019 10:52 am
Forum: General discussion
Topic: Why not Lua?
Replies: 24
Views: 3649

Re: Why not Lua?

Not true at all. You don't need to actually allocate padding, and any difference between zerobased[0] and onebased[1] will disappear with constant folding. There are a plethora of minor things that 0 based vs. 1 based indexing changes. But they mostly boild down to where you are going to make off b...
by ratchetfreak
Fri Feb 08, 2019 12:04 pm
Forum: General discussion
Topic: The biggest problem with Factorio (by far)
Replies: 21
Views: 2693

Re: The biggest problem with Factorio (by far)

BlueTemplar wrote:
Fri Feb 08, 2019 10:45 am
Hmm, I have a hard time seeing the middle "2"... (I even first thought it was a 8!) Am I the only one ?
IIRC that one you should only see (easily) if you are colorblind in the way it's testing

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