Search found 1615 matches

by bobucles
Wed Feb 26, 2020 9:48 pm
Forum: General discussion
Topic: 0.18 DeathWorld
Replies: 24
Views: 1689

Re: 0.18 DeathWorld

I keep getting the suspicion that up to a certain perimeter length, regular manual repairs and refilling with ammo takes less time than the time it takes to build these sorts of self-sustained defenses. And I also usually switch to lasers ASAP to avoid needing that kind of stuff (among other reason...
by bobucles
Wed Feb 26, 2020 12:56 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 64548

Re: Parrallel processing in games & applications

Simple arrays are fantastic for running super fast code, however most objects in factorio have to be added and removed in arbitrary ways. Working through an array is fast, but adding and removing elements is slow and only gets slower as the array grows. If an exploding item simply leaves the array s...
by bobucles
Thu Feb 20, 2020 10:53 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 64548

Re: Parrallel processing in games & applications

When it comes to programming, everyone is an expert! :lol: Such is the nature of internet forums. It's easy to open up task manager, look at any CPUs not running at 100%, and cry out "Look at those empty clocks! My game can go THAT much faster!". If only optimizing code was that easy. There was a pr...
by bobucles
Wed Feb 19, 2020 4:37 pm
Forum: Ideas and Suggestions
Topic: New train schedule condition: Fuel amount
Replies: 8
Views: 237

Re: New train schedule condition: Fuel amount

A fuel wait simply isn't a terribly important condition. Train fuel consumption isn't very high, and train refueling is extremely fast. It takes a very special setup to have a train load or unload more slowly than it can refuel. As long as your train has at least one location in its route where it c...
by bobucles
Mon Feb 17, 2020 1:39 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 64548

Re: Parrallel processing in games & applications

GPU computing does not have the same abilities as CPU computing. Each new generation gets more stuff, but if it's not up to the whole task then it won't work.
by bobucles
Fri Feb 07, 2020 2:55 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 64548

Re: Parrallel processing in games & applications

The biggest factorio chokepoint revolves around memory access performance. Running more clones of factorio.exe would only multiply the amount of memory bandwidth that your PC requires. The synchronous nature of multiplayer requires that everyone runs the exact same simulation, so you can't truly dum...
by bobucles
Fri Feb 07, 2020 2:47 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 5561

Re: Friday Facts #332 - More sounds & Map color tweaks

It's also fair to say that the engineer would be wearing some form of ear protection in their factory. The heavy clang clang sound of a thousand machines will add up quickly, and any engineer without earplugs will quickly find themselves in trouble. The first types of sounds to get suppressed from e...
by bobucles
Wed Feb 05, 2020 7:06 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 5561

Re: Friday Facts #332 - More sounds & Map color tweaks

Audible feedback is very important for situational awareness, How much situational awareness does sound really need to provide? There's nothing in the factory that can really hurt you or fail in some catastrophic way. There can be one thing or a thousand moving things, and it doesn't really change ...
by bobucles
Wed Feb 05, 2020 3:50 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 5561

Re: Friday Facts #332 - More sounds & Map color tweaks

I'm going to throw my vote down for keeping most sounds in the theme of being comfy background noise. Factorio is neither a dedicated action game nor a sensory melting experience. The greatest challenges come from the player sitting back and going "hmm", which doesn't mix very well with stimulating ...
by bobucles
Sun Feb 02, 2020 2:23 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 5561

Re: Friday Facts #332 - More sounds & Map color tweaks

I'm wondering if the belts could have unique sounds based on their contents. So for example if a belt is filled with ore it would have a sound of dirty rumbling gravel. Higher tech items might cleaner sounds like tapping metal or plastic. I'm not a sound designer so I dunno how cute or clever it wou...
by bobucles
Wed Jan 29, 2020 9:52 pm
Forum: Ideas and Suggestions
Topic: Passive Requester Chest
Replies: 6
Views: 143

Re: Passive Requester Chest

Storage automatically looks for storage chests with an item filter or a matching item to combine. Buffer chests do the same except more explicit, and remain lower priority than blue chests.
by bobucles
Tue Jan 28, 2020 8:08 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 64548

Re: Parrallel processing in games & applications

I mean, by that definition Supreme Commander (2007) is also a multi-threaded RTS. The video renderer ran separately from the main sim, and there were a handful of other bits and pieces on the side. I used to comment that it was a 2.5 core game, but the big bottleneck was clearly the main sim. There'...
by bobucles
Tue Jan 28, 2020 6:08 pm
Forum: General discussion
Topic: 0.18 DeathWorld
Replies: 24
Views: 1689

Re: 0.18 DeathWorld

A gigantic ammo belt looping around the base can get pretty messy, but a mini belt to feed guns around an outpost works just fine. Just keep in mind that the pollution cost of ammo is VERY high, so simply fighting off biters will create enough pollution to spawn even more biters. It's generally bett...
by bobucles
Tue Jan 28, 2020 5:21 pm
Forum: General discussion
Topic: Campaign Solution
Replies: 11
Views: 608

Re: Campaign Solution

It sounds like it may be fun as a collection of game scenarios. I think a similar game mode already exists, where each round requires a certain pile of resources to progress.
by bobucles
Tue Jan 28, 2020 5:12 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 64548

Re: Parrallel processing in games & applications

Threading clearly implies a well of bottomless CPU potential and infinite UPS gains, at least to the ordinary person. Unfortunately, it isn't free. There is a meta cost of supporting algorithms that is inherent to threading, and one of big advantages of modern CPUs is they are optimized to pay a low...
by bobucles
Mon Jan 27, 2020 12:10 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 59
Views: 2745

Re: Request: Max number of trains for stations

The problem seems pretty straight forward. If the train station maxes out and hard caps, then the pathing for any other trains will break. Broken pathing causes trains to stop. Stopped trains ruin everyone's day. When does a station decide that it's full? Is it when the trains choose the station as ...
by bobucles
Sat Jan 25, 2020 2:10 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 141
Views: 17664

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

The idea of mini scenarios sounds like a good option. A lot of problems with a traditional campaign disappear with that approach. For example, continuity between scenarios is no longer important. Each scenario is a standalone project, so having overlaps in objectives or similar puzzles is okay. A no...
by bobucles
Thu Jan 23, 2020 1:52 pm
Forum: General discussion
Topic: Update to Beta, lost all BPs, super mad.
Replies: 14
Views: 903

Re: Update to Beta, lost all BPs, super mad.

A big save file is basically a pile of blueprints ripe for the picking. If none of your games actually used those BPs, were they even worth anything?
by bobucles
Sun Jan 19, 2020 2:14 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 9155

Re: Friday Facts #330 - Main menu and File Share Shenanigans

I think it'd be fine if the "continue" button changed to a "reconnect" button if multiplayer was the last game played. For bonus points, the button can have a popup showing exactly what it thinks "continue/reconnect" thinks it's supposed to do. So if it's trying to reload a game it shows the game in...
by bobucles
Sat Jan 11, 2020 2:41 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 7815

Re: Friday Facts #329 - Campaign reassessment

Oh hey, are we talking about campaigns? Each of the two proposed approaches have their dilemmas. A huge problem with the growing world concept is that you may pick a factory design that works well in the early constrained stages, but gets completely ruined by future map growth. For example you might...

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