Search found 938 matches

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: 25
Views: 438

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: 25
Views: 438

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: 637

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: 5160

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: 140

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: 29
Views: 2925

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: 29
Views: 2925

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: 29
Views: 2925

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: 29
Views: 2925

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: 587

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: 6876

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: 906

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: 157720

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: 3267

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: 2444

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
by ratchetfreak
Tue Jan 29, 2019 10:40 am
Forum: Outdated/Not implemented
Topic: Confirm quit game when closing window
Replies: 10
Views: 734

Re: Confirm quit game when closing window

Another option is to show the prompt after the first alt+f4 but if alt+f4 is pressed again quit anyway. (or any other generic close window message from the windowing system) This lets you still quickly close without saving if you double tap alt+f4. It's the same mechanism that I see in firefox when ...
by ratchetfreak
Thu Jan 24, 2019 9:38 am
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 174
Views: 16343

Re: Friday Facts #278 - The new quickbar

It may be worth thinking carefully about how to set/remove/overwrite filters in that quickbar so that new players can get going quickly. At the very least being able to just deposit an item into the quick bar without needing to middle click (which on a laptop touchpad is a tossup on whether it's act...
by ratchetfreak
Tue Jan 15, 2019 10:54 am
Forum: Gameplay Help
Topic: New disabled player - difficulty using keys to move
Replies: 14
Views: 648

Re: New disabled player - difficulty using keys to move

Is a joystick an option? I believe there is native support for controllers in factorio.
by ratchetfreak
Fri Jan 04, 2019 10:54 am
Forum: Ideas and Requests For Mods
Topic: [0.17] Adding Ore Hardness and Pickaxes back in
Replies: 22
Views: 2695

Re: [0.17] Adding Ore Hardness and Pickaxes back in

another option is to link mineability to the force which can then be tweaked by research.
by ratchetfreak
Fri Nov 30, 2018 3:42 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 12684

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...

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