Search found 227 matches

by Nidan
Sun May 15, 2022 6:45 pm
Forum: Ideas and Suggestions
Topic: Potentially easy chest-behavior performance optimization
Replies: 35
Views: 9227

Re: Potentially easy chest-behavior performance optimization

Since it is statically allocated and contains (I guess) 4 bytes per stack, it normally fits nicely in a single cache block and the iteration is extremely fast. Small correction: Rseding explicitly said "An inventory is a vector of ItemStack (24 bytes each).". In the ItemStack structure de...
by Nidan
Mon May 02, 2022 1:41 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 199836

Re: Parrallel processing in games & applications

Well, you could probably define meta-chunks, eg, 16x16 chunks or something. Or maybe one thread per surface at a minimum, though maybe it's already like that I guess. Certainly the per surface approach opens up a lot of potential for the dlc if it leverages that. Maybe they could even fix the per s...
by Nidan
Sat Apr 30, 2022 5:10 pm
Forum: Ideas and Suggestions
Topic: Make the laser turret max consumption show the most it can consume
Replies: 32
Views: 5629

Re: Make the laser turret max consumption show the most it can consume

jodokus31 wrote:
Sat Apr 30, 2022 11:42 am
Good_Days13 wrote:
Fri Apr 29, 2022 11:42 pm
what about something like

Shot consumption: 9.6 MW
Extended consumption: 1.22 MW
+1
maybe "Burst" consumption
I like ssilk's car example. And to make it general for all entities, not just lasers:
Operating consumption: 1.22 MW
Recharging consumption: 9.6 MW
by Nidan
Fri Apr 29, 2022 10:42 pm
Forum: Ideas and Suggestions
Topic: Make the laser turret max consumption show the most it can consume
Replies: 32
Views: 5629

Re: Make the laser turret max consumption show the most it can consume

It seems both numbers have their use. Maximum Consumption during normal operation, Maximum Recharge when an entity gets connected to power.

So... maybe display both? Or at least when they significantly differ?
by Nidan
Mon Apr 25, 2022 3:51 pm
Forum: Ideas and Suggestions
Topic: Improvements to the Dropper aka Pipette tool (Q)
Replies: 15
Views: 8489

Re: Improvements to the Dropper aka Pipette tool (Q)

Same suggestion as the necro: /viewtopic.php?f=6&t=101730 The original suggestions from 2017 are already implemented. TBH, I was pondering if I should merge both threads or not, the older thread is really old, and a significant part of it has already been implemented. At the point of my first r...
by Nidan
Mon Apr 25, 2022 12:37 am
Forum: Ideas and Suggestions
Topic: Improvements to the Dropper aka Pipette tool (Q)
Replies: 15
Views: 8489

Re: Improvements to the Dropper aka Pipette tool (Q)

Same suggestion as the necro: /viewtopic.php?f=6&t=101730

The original suggestions from 2017 are already implemented.
by Nidan
Sun Apr 24, 2022 6:16 am
Forum: Ideas and Suggestions
Topic: Yellow train signal cannot be closed with circuits
Replies: 17
Views: 3407

Re: [1.1.57] Yellow train signal cannot be closed with circuits

Imho, as already explained above, the current behavior when closing a signal is fine. Thus I'd argue for intended behavior / not a bug. The feature request of having the train repath when one of it's reserved signals gets closed and attempting to avoid that signal seems reasonable. It would mimic th...
by Nidan
Tue Apr 19, 2022 9:14 pm
Forum: Ideas and Suggestions
Topic: Ctrl+lmb imunity for player's filtered storage
Replies: 7
Views: 1378

Re: Ctrl+lmb imunity for player's filtered storage

Why then don't make shift+ctr+lmb to move only filtered or unfilteret items ? How about adding an extra click rather than an extra modifier? Currently Ctrl-lmb moves the clicked stack or the whole inventory when clicking an empty slot. So double ctrl-lmb clears the whole inventory. This could be ch...
by Nidan
Sun Apr 10, 2022 12:06 pm
Forum: Releases
Topic: Version 1.1.57
Replies: 33
Views: 36711

Re: Version 1.1.57

1) faster inserters 1a) new inserters 1b) more techs to research to increase their stats 1c) reintroduction of loaders as a late-game item? 1d) "double" inserters taking items from both sides of the belt w/o stupid dancing between the lanes 2) faster belts 2a) new belts 2b) introduction o...
by Nidan
Fri Mar 18, 2022 3:25 pm
Forum: Gameplay Help
Topic: Train question
Replies: 5
Views: 1671

Re: Train question

... A schedule entry will be waited for if, and only if, ALL enabled stops with that name have hit or exceeded their limit or are unreachable. If the train is already moving and the limit if the targeted stop gets reduced, it will try to path to another stop with the same name, but continue moving ...
by Nidan
Thu Mar 17, 2022 10:34 am
Forum: Gameplay Help
Topic: Train question
Replies: 5
Views: 1671

Re: Train question

Looks like your understanding is correct, except for the generalization to multiple destinations with the same name (or I simply misunderstood what you wrote). A schedule entry will be skipped if, and only if, ALL stops with that name are disabled. If the train is already moving, it will stop dead a...
by Nidan
Sun Mar 13, 2022 4:00 pm
Forum: Outdated/Not implemented
Topic: Performance: Multicore pathfinding for "low" GHz servers
Replies: 10
Views: 3554

Re: Performance: Multicore pathfinding for "low" GHz servers

What everyone making those suggestions is seeing is only the cpu load value saying "it is single threaded" and then there is the "make it multithreaded" suggestion. It would be really great if such suggestions would also have some discussion about how to solve the technical chal...
by Nidan
Tue Feb 22, 2022 6:29 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 128063

Re: Friday Facts #367 - Expansion news

I think no one had mentioned this part of the blog yet: and we would also need to support the 1.1 map version loading indefinitely. This means that maps will somehow be different in a fundamental way, I’m thinking: 1. Height (z levels) 2. Underground 3. New types of tiles (snow, ice?) 4. New types ...
by Nidan
Wed Feb 16, 2022 5:01 pm
Forum: General discussion
Topic: Seed maps from the Factorio 2020 trailer
Replies: 2
Views: 1573

Re: Seed maps from the Factorio 2020 trailer

No seed, but FFF-353 talks about the creation of the trailer.
by Nidan
Mon Feb 14, 2022 4:14 am
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 2254

Re: Bug? - Deconstruction Flag Removed

The only blueprint related timer is for replacing destroyed entities (purple health bar). As for the trees unmarking themselves, a wild guess: Did you place the blueprint while the trees were still unburned? Maybe transitioning to the charred variant made them loose the decon marking and removed col...
by Nidan
Sun Feb 13, 2022 5:07 pm
Forum: Technical Help
Topic: Headless Server - aarch64
Replies: 6
Views: 2658

Re: Headless Server - aarch64

I have Ubuntu aarch64 (ARM) Then you will not be able to run factorio unless you emulate x86-64 which will likely result in unplayable performance. I guess I misunderstood a bit what you wrote. "will not be able to run factorio" but at the same time I will be able to play it but with &quo...
by Nidan
Mon Feb 07, 2022 2:51 am
Forum: Gameplay Help
Topic: I need help with a train
Replies: 3
Views: 994

Re: I need help with a train

a simple one way train, it has 2 locomotives on each end and two cargo wagons If you can answer Loewchen's questions with "yes": Are all four(?) locomotives oriented the same way? If so, are there tracks allowing the train to turn around? (An automatic train will never drive backwards; if...
by Nidan
Wed Feb 02, 2022 7:39 am
Forum: Gameplay Help
Topic: [Circuits] Integer storage for stations controller
Replies: 8
Views: 1816

Re: [Circuits] Integer storage for stations controller

The other 2) Why don't you use 1=1 instead of making all things starts with the first thing being called 0, then the 2nd thing is called 1 and the 3rd thing is called 2, and so on. This is confusing me a lot because it's so much easier in my opinion in factorio to use the other way around :D I gues...
by Nidan
Wed Feb 02, 2022 12:45 am
Forum: Gameplay Help
Topic: [Circuits] Integer storage for stations controller
Replies: 8
Views: 1816

Re: [Circuits] Integer storage for stations controller

But since you wrote "as integer", it sounds like you need an additional conversion besides the demultiplexing in step 3; if so, we need more details on the signals you have after step 3. Also you're suddenly using singular, but step 3 should result in (up to) 4 values, is there some filte...
by Nidan
Tue Feb 01, 2022 6:29 pm
Forum: Gameplay Help
Topic: don't get how it works
Replies: 3
Views: 990

Re: don't get how it works

got it after some experiment, another question: why trains ignore buffer path when it has a station? In your screenshot it'll go there after about 5 minutes. Stations have a much higher penalty to the train's pathfinder than waiting for another train to be able to continue it's own journey. Reason ...

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