Search found 69 matches

by PunPun
Tue Jun 18, 2019 8:52 pm
Forum: Gameplay Help
Topic: UPS friendly, nuclear reactor design?
Replies: 33
Views: 12146

Re: UPS friendly, nuclear reactor design?

From a quick look at the debug overlay the heat-conducting reactors do not go to sleep. So they still have to do work for the fuel-consumption/heat generation logic. Auxillary Tests Yes but that logic is less calculation than what is needed for even a single heatpipe to conduct a single tick of hea...
by PunPun
Tue Jun 18, 2019 5:27 pm
Forum: Gameplay Help
Topic: UPS friendly, nuclear reactor design?
Replies: 33
Views: 12146

Re: UPS friendly, nuclear reactor design?

I conducted some morally questionable experiments on reactor-based heat spreading. As expected reactors spread heat much faster and much further than heat pipes (at who knows what UPS cost ofc :p). But with really long lines water becomes the bottleneck again. Maybe someone else finds a good usecas...
by PunPun
Mon Jun 17, 2019 9:33 pm
Forum: Gameplay Help
Topic: UPS friendly, nuclear reactor design?
Replies: 33
Views: 12146

Re: UPS friendly, nuclear reactor design?

Looks nice. But doesn't work for me. The outer exchangers don't get any heat. Also "can only be placed on large lakes" is a pretty harsh restriction. The outer exchangers don't get any heat because it is a tileable setup. If you put an infinitely long line of it then all the exchangers wi...
by PunPun
Mon Jun 17, 2019 1:38 am
Forum: Gameplay Help
Topic: UPS friendly, nuclear reactor design?
Replies: 33
Views: 12146

Re: UPS friendly, nuclear reactor design?

"He almost nailed it.." Easy to not have ups issue with design less than 4/5gw : Where is the answer about the 42 GW ups efficient (exemple of some tillable 2n reactor with ups efficiency?)? If it's not possible, what is the limit? If there a limit how to make the transition (thats why i ...
by PunPun
Sun Jun 16, 2019 6:10 pm
Forum: Gameplay Help
Topic: UPS friendly, nuclear reactor design?
Replies: 33
Views: 12146

Re: UPS friendly, nuclear reactor design?

And yeah about ups friendly, i maybe dont know what it means with fluid and heat mechanic but i think a guy like you have obviously nothing to teach considering this kind of answer. From what I can see he almost nailed it. This thread is specifically about ups friendly reactors and by admitting tha...
by PunPun
Sun Apr 28, 2019 1:51 am
Forum: Technical Help
Topic: API to get newest headless version string
Replies: 9
Views: 3494

Re: API to get newest headless version string

IIRC grep can be made to return a nonzero status code if the pattern doesn't match, and wget/curl will return nonzero if it fails. wget(and cURL) will return a fail message yes but that message contains neither "filename" nor "Last-Modified" so grep will filter everything out an...
by PunPun
Mon Apr 22, 2019 1:38 am
Forum: Technical Help
Topic: [0.17.32] 5th Steam Engine Placement causes hard crash, computer reboots.
Replies: 17
Views: 2974

Re: [0.17.32] 5th Steam Engine Placement causes hard crash, computer reboots.

The chances of it being the psu does indeed look high. The problem could still be somewhere else. Just to be certain. Try and unplug all the front panel IO aka usb ports, headphone jacks, leds, reset switch. Basically anything that has a cable to your motherboard except the cpu fan and harddrives. I...
by PunPun
Sun Apr 21, 2019 9:06 pm
Forum: Technical Help
Topic: API to get newest headless version string
Replies: 9
Views: 3494

Re: API to get newest headless version string

wget -S --spider https://factorio.com/get-download/latest/headless/linux64 2>&1| grep 'filename' This currently gives me "Content-Disposition: attachment; filename=factorio_headless_x64_0.17.32.tar.xz" Incase someone needs to know how this works. This part will only fetch the header o...
by PunPun
Sun Apr 21, 2019 8:34 pm
Forum: Technical Help
Topic: [0.17.32] 5th Steam Engine Placement causes hard crash, computer reboots.
Replies: 17
Views: 2974

Re: [0.17.32] 5th Steam Engine Placement causes hard crash, computer reboots.

How instant is the shutdown? Is there a momentary blackscreen before the computer turns off or does the screen go black at the same time as the computer? My educated guess is that if the screen goes black first then it is very likely that there is something wrong with the gpu or the power supplied t...
by PunPun
Thu Feb 28, 2019 11:03 am
Forum: General discussion
Topic: Why not Lua?
Replies: 24
Views: 11435

Re: Why not Lua?

Snip. 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. Except that then for a 2d array you need to allocate several smaller blocks of memory and there is a good chance they are not close toget...
by PunPun
Thu Feb 28, 2019 8:28 am
Forum: General discussion
Topic: Why not Lua?
Replies: 24
Views: 11435

Re: Why not Lua?

Yes, the weird 1 based indexing and ~= are warts, and they hurt experienced programmers like me. But on the other hand JavaScript and Python have even more warts if you look closely. I found that indexing from 1 is much easier for real practice, but normally I don't use the index, just the values o...
by PunPun
Sat Dec 22, 2018 1:09 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 71916

Re: Friday Facts #274 - New fluid system 2

Don't get me wrong, I like the algorithm that TheYeast came up with, it's just that I'm concerned about performance in large bases. It is annoying from a gamer's perspective to have to think about, okay, I have to use pipe to ground constantly because that's the way to build the biggest base possib...
by PunPun
Fri Dec 21, 2018 11:36 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 71916

Re: Friday Facts #274 - New fluid system 2

I really like this. Would be weird if I didn't considering I also suggested this very exact thing(The using unmodified data from the previous tick to calculate flowrates and then moving the fluid to avoid update order dependant behaviour. And by the way this is completely parallelizable down to indi...
by PunPun
Sat Dec 01, 2018 1:25 am
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 153
Views: 54861

Re: Factorio (Server) ARM Build

Then here's it simplified for those who have terminology OCD: 32 bit Windows operating systems have a 2GB addressing space for applications (by default). Factorio needs more then 2GB to function properly. Therefor Factorio doesn't work well within a standard 32 bit environment. Therefor Factorio is...
by PunPun
Fri Nov 09, 2018 12:38 pm
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 153
Views: 54861

Re: Factorio (Server) ARM Build

is almost certain to have deterministic issues with x86 CPUs. You don't use x86, you couldn't sync it's determinism with x64, so you dropped it. x86 is the CPU architecture. "32 bit" is the 32 bit build and we didn't drop it just because of determinism. We dropped it because it was annoyi...
by PunPun
Thu Nov 08, 2018 10:29 pm
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 153
Views: 54861

Re: Factorio (Server) ARM Build

Even if you could get it to fit in the pis limited memory(Would seriously limit the map size) and solve the determinism issues(which would most likely impact performance a lot since you would have to do anything other than basic integer math with a software solution) I don't think even the newest an...
by PunPun
Mon Oct 29, 2018 2:51 pm
Forum: Logistic Train Network
Topic: Disable console messages?
Replies: 8
Views: 6002

Re: Disable console messages?

Changed the setting and nothing changed. I still get the messages. Apparently these are saved into the savegame. How do you change this setting on an existing save?

Edit NWM. I tought you could not use the ingame menu to change a headless servers settings but apparently you can.
by PunPun
Fri Oct 12, 2018 5:06 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44459

Re: Friday Facts #264 - Texture streaming

The fix is no vsync, but double-buffering. You don't draw to the screen AT ALL. You draw into RAM. Only when you have the entire frame drawn do you them copy the whole thing to the screen. This doesn't need vysnc. It doesn't tear. But if you took more than 16.66ms to draw that frame and copy it fro...
by PunPun
Tue Aug 21, 2018 3:06 pm
Forum: Ideas and Suggestions
Topic: WASD keys to work on map while saving
Replies: 3
Views: 1330

Re: Allow Arrow keys to work on map while saving

Have you tried wasd? In normal gameplay when you are in mapmode wasd moves the map. I would assume they would work while saving too.
by PunPun
Mon Feb 19, 2018 6:07 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 46183

Re: Friday Facts #230 - Engine modernisation

opengl is at its core very much an immediate mode API with synchronous roots, this means that the user code can act like a squirrel and just hop from one place to another and the driver has to play catch-up Not true. Since opengl3.0 "immideate mode" is no longer part of the core profile a...

Go to advanced search