I also propose CRC -> SHA-* as you don't use it permanently (only when loading/saving) so performance hit is a non-issue and it's more future-proof.
Actually, I was astounded to get to know you use a meager CRC for creating object-hashes...
You can throw as many bits onto the checksum as you like ...
Search found 244 matches
- Fri Jul 07, 2017 6:21 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 90990
- Fri Jul 07, 2017 5:21 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 90990
Re: Friday Facts #198 - Rail segment visualisation
Would it be too performance intensive to do a full compare if checksums match? Everything that optimizes comparisons with checksums has to deal with this eventuality, from hash table data type implementations to filesystem deduplication engines.
The item stack change is a cool example of a little ...
The item stack change is a cool example of a little ...
- Fri Jul 07, 2017 12:56 am
- Forum: Releases
- Topic: Version 0.15.28
- Replies: 53
- Views: 42459
Re: Version 0.15.28
As somebody who doesn't use the spacebar heating feature, thanks for the diagonal station names. 
- Fri Jun 23, 2017 5:33 pm
- Forum: News
- Topic: Friday Facts #196 - Back on track
- Replies: 42
- Views: 31438
Re: Friday Facts #196 - Back on track
Why is all the code so closely coupled? Isn't it good design to loosely couple stuff? Especially between GUI and networking stuff, that sounds crazy.
Generally, but that has a cost, usually in terms of performance. It gains you easier to maintain, read, and modify code. For many applications that ...
Generally, but that has a cost, usually in terms of performance. It gains you easier to maintain, read, and modify code. For many applications that ...
- Thu Jun 22, 2017 2:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 69064
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
I discussed this issue at great length with that same friend, and we both agreed the new inserter behaviour has merit and application which will expand possible gameplay and inspire new methods and ideas, this is a good thing.
While preparing for the possibility that it would not be reverted I ...
While preparing for the possibility that it would not be reverted I ...
- Thu Jun 22, 2017 2:37 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 69064
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
This increases the complexity of a lot of circuits using things like decider combinator feedback counters by forcing an edge detector to turn a pulse into a sustained signal, and even then, as others have pointed out, you can't be sure when the inserter is done and stop it before it picks up another ...
- Fri Jun 16, 2017 10:54 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 73942
Re: Friday Facts #195 - Poles re-design
These all look off to me. and I think I know why. In my head (and I have no idea if this is how it is meant to be) the structures of Factorio are to scale with the player. Everything is smaller than what we encounter in real life simply because the engineer is limited in that way without cranes and ...
- Sat May 27, 2017 10:25 pm
- Forum: Releases
- Topic: Version 0.15.16
- Replies: 15
- Views: 23090
Re: Version 0.15.16
[*]As a one-time migration, enemy spawners will reset their absorbed pollution to zero when a save from a previous version of 0.15 is loaded. (https://forums.factorio.com/48662) This is to avoid an extreme temporary spike in difficulty that would happen after loading a save with many spawners ...
- Fri May 26, 2017 2:18 pm
- Forum: Releases
- Topic: Version 0.15.14
- Replies: 22
- Views: 22686
Re: Version 0.15.14
Holy crap! The way that north facing inserter bug got fixed is epic as hell! 
- Tue May 23, 2017 11:10 pm
- Forum: Not a bug
- Topic: [Twinsen] [0.15.13] Buffer overflow in constant combinators
- Replies: 4
- Views: 3023
Re: [0.15.13] Buffer overflow in constant combinators
Combinators have always been based on signed 32 bit ints afaik. This behavior has even been (ab)used in the past for some interesting effects. See: https://www.reddit.com/r/factorio/comments/5f7x13/is_there_a_risk_for_integer_overflow_in/
Funnily enough the two uses documented there are no longer ...
Funnily enough the two uses documented there are no longer ...
- Fri May 05, 2017 8:17 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 107400
Re: Friday Facts #189 - Specifying the 1.0
But with pumpjack for example, I just craft it when I need it on place, and it just slows the game down. The slowdown is not enough push to automate the production, so the only effect is the extra time to wait for crafting which makes the game just less fun in my view.
Funny thing is, on my last ...
Funny thing is, on my last ...
- Fri May 05, 2017 7:32 pm
- Forum: Releases
- Topic: Version 0.15.8
- Replies: 58
- Views: 44875
Re: Version 0.15.8
Loving the new underground belt distances, but, as many have pointed out, 5,8,11 would be a better distribution...
+1. Here's a comparison of different gaps relative to the typical main bus design:
5-8-11 allows to cleanly upgrade from yellow to blue ug belt:
4 x yellow pair = 2 x blue pair
3 x ...
+1. Here's a comparison of different gaps relative to the typical main bus design:
5-8-11 allows to cleanly upgrade from yellow to blue ug belt:
4 x yellow pair = 2 x blue pair
3 x ...
- Fri May 05, 2017 1:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Biters freeze just outside of flamethrower radius
- Replies: 5
- Views: 5927
Re: [posila] Biters freeze just outside of flamethrower radius
Thanks for fixing! I know this has been classified a few times before as not a bug, so thanks for reconsidering.
- Sun Apr 23, 2017 2:34 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 208285
Re: Friday Facts #187 - Space science & 0.15 graphics
People asking for an exact time for release on Tuesday... LOL! Would you like that to the nanosecond, or will the nearest microsecond be enough? 
- Fri Apr 21, 2017 9:14 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 208285
Re: Friday Facts #187 - Space science & 0.15 graphics
viewtopic.php?p=248389#p248389Loewchen wrote:Unless they changed it again, its only one type of liquid per wagon and additional connections are only to increase throughput.Light wrote:Three liquids per liquid wagon? Thank You!
Keep up!
- Fri Apr 21, 2017 3:54 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 208285
Re: Friday Facts #187 - Space science & 0.15 graphics
Holy crap this all looks amazing! I'm starting to think that, for once, the hype behind a video game release might be understated!
EDIT: Rocket research is a brilliant idea!
EDIT: Rocket research is a brilliant idea!
- Sat Apr 15, 2017 3:32 am
- Forum: News
- Topic: Friday Facts #186 - Marathon testing
- Replies: 112
- Views: 77307
Re: Friday Facts #186 - Marathon testing
Holy cow, I know it's exciting and 0.15 is going to be a massive release with an epic number of badass features and changes. I've been avoiding even playing Factorio since the start of the new year in anticipation, and words can't express how much I'm itching to fire up a brand new 0.15 map. In the ...
- Thu Apr 06, 2017 3:26 am
- Forum: News
- Topic: Friday Facts #184 - Five years of Factorio
- Replies: 87
- Views: 59114
Re: Friday Facts #184 - Five years of Factorio
Have you guys given any thought about how the autosave works? In later gameplay it can take 15-20 seconds to save and if you autosave like every 2 minutes (since you are hunting biters) it get a little bit tedious.
Shouldn't it be possible to just make a copy of the game state and saving that ...
Shouldn't it be possible to just make a copy of the game state and saving that ...
- Mon Apr 03, 2017 11:47 pm
- Forum: News
- Topic: Friday Facts #184 - Five years of Factorio
- Replies: 87
- Views: 59114
Re: Friday Facts #184 - Five years of Factorio
Have you guys given any thought about how the autosave works? In later gameplay it can take 15-20 seconds to save and if you autosave like every 2 minutes (since you are hunting biters) it get a little bit tedious.
Shouldn't it be possible to just make a copy of the game state and saving that ...
Shouldn't it be possible to just make a copy of the game state and saving that ...
- Fri Mar 24, 2017 7:33 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 99211
Re: Friday Facts #183 - Aiming for the release date
I wonder if the whole map extension implementation will eventually move Factorio into some god mode interaction model. I was always wondering, why I had to walk all the way to the south to fiddle with the belt arrangement there. Why not just scroll there and change it?
The more I can do in the map ...
The more I can do in the map ...