Search found 227 matches
- 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...
- 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...
- 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
I like ssilk's car example. And to make it general for all entities, not just lasers:jodokus31 wrote: ↑Sat Apr 30, 2022 11:42 am+1Good_Days13 wrote: ↑Fri Apr 29, 2022 11:42 pmwhat about something like
Shot consumption: 9.6 MW
Extended consumption: 1.22 MW
maybe "Burst" consumption
Operating consumption: 1.22 MW
Recharging consumption: 9.6 MW
- 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?
So... maybe display both? Or at least when they significantly differ?
- 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...
- 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.
The original suggestions from 2017 are already implemented.
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...