Search found 73 matches
- Mon Jul 17, 2017 10:01 am
- Forum: Ideas and Suggestions
- Topic: Large pages support
- Replies: 6
- Views: 2384
Re: Large pages support
Hmm, I was aware that Linux mostly calls them huge pages, but I still went with large pages, because I thought that was their real name. After some more reading I thing I was wront, though. Thanks for the hint, ill update my first post. I've never tried transparent huge pages because I read about so...
- Mon Jul 17, 2017 8:42 am
- Forum: Pending
- Topic: [0.15.30] Weird FPS drops
- Replies: 4
- Views: 1836
Re: [0.15.30] Weird FPS drops
He did not get any catching-up-messages after loading so I dont't think this is the Issue (and we have exactly the same CPUs) and also the FPS were a lot lower than the UPS, but I'll look into it. Or ist there no catching up message if a client falls behind?
- Mon Jul 17, 2017 8:28 am
- Forum: Ideas and Suggestions
- Topic: Large pages support
- Replies: 6
- Views: 2384
Re: Large pages support
No, but somethin similar: I'd like it to use the TLB, which is some kind of cache and is already used, more efficiently. A short explaination: The TLB caches address mappings from virtual to physical addresses of memory pages. Usually the pagesize is 4kiB and multiplied by a TLB width of (for exampl...
- Sun Jul 16, 2017 11:26 pm
- Forum: Ideas and Suggestions
- Topic: Large pages support
- Replies: 6
- Views: 2384
Large pages support
Update, some clarification: linux calls them huge pages, windows mostly seems to call them large pages. Hi, after reading some benchmarks I assume that factorio's speed depends largely on memory performance. So I wanted to ask if you could implement support for large pages because I assume it could ...
- Sun Jul 16, 2017 8:34 pm
- Forum: Pending
- Topic: [0.15.30] Weird FPS drops
- Replies: 4
- Views: 1836
[0.15.30] Weird FPS drops
Hi, I was trying to play with a friend, me being the server. I loaded up our old savegame and he connected. We both had good UPS (mostly 60) but only I had good FPS, he normally had about 20 with factorio barely reacting to inputs. Sometimes his FPS went up to 60 and everything was fine for a few se...
- Sat Jul 15, 2017 11:21 am
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 27281
Re: Friday Facts #199 - The story of tile transitions
However you decide to handle the shoreline tiles I would be happy if walkable tiles are always buildable. Otherwise "connecting" walls to water will no longer work. I prefer the current version where it is clearly visible that the wall will let noone pass at the edge of the water.
- Thu Jun 08, 2017 6:14 pm
- Forum: Balancing
- Topic: Rail World less "raily" than a normal game
- Replies: 5
- Views: 8306
Re: Rail World less "raily" than a normal game
As far as I understand the resource settings, the overall resources per area are higher in a railworld preset than in default. Frequency does not influence the resources per area, it just scales patch size and distances between patches with the same rate. Thus having a bigger size means having more ...
- Thu Apr 27, 2017 7:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.2] multi blueprint delete client desync
- Replies: 5
- Views: 1843
Re: [15.2] multi blueprint delete client desync
I sent you a PM
- Thu Apr 27, 2017 12:51 am
- Forum: Duplicates
- Topic: [15.2] multiplayer server crash (opening map?)
- Replies: 2
- Views: 1035
[15.2] multiplayer server crash (opening map?)
Hi, I was playing with a friend, me being the server. Sadly I'm not a 100% sure if i already pressed M to open the map or if I was just about to, but suddenly Factorio crashed. My friend just saved the game, send me the file and I was able to rehost without any issues. I can provide an autosave 5 mi...
- Thu Apr 27, 2017 12:45 am
- Forum: Resolved Problems and Bugs
- Topic: [15.2] multi blueprint delete client desync
- Replies: 5
- Views: 1843
Re: [15.2] multi blueprint delete client desync
2nd server log 0.001 2017-04-26 19:07:46; Factorio 0.15.2 (build 29124, win64, steam) 0.001 Operating system: Windows 8.1 0.001 Program arguments: "F:\Spiele\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.001 Read data path: F:/Spiele/SteamLibrary/steamapps/common/Factorio/...
- Thu Apr 27, 2017 12:45 am
- Forum: Resolved Problems and Bugs
- Topic: [15.2] multi blueprint delete client desync
- Replies: 5
- Views: 1843
[15.2] multi blueprint delete client desync
Hi, 0. I was playing with a friend, me being the server, he the client. 1. I opened my blueprint book and cleared one blueprint, my friend got a desync. 2. First copy of server logfile 3. My friend reconnects, the savegame seems to be uncompressed. He monitored the network throughput of his slow con...
- Mon Nov 07, 2016 7:59 pm
- Forum: Outdated/Not implemented
- Topic: Zero signal distinct from no signal
- Replies: 2
- Views: 4718
Re: Zero signal distinct from no signal
Aah, thanks, I didn't search for bug reports, just for suggestions. I guess I'll have to use some workarounds then.
- Mon Nov 07, 2016 6:14 pm
- Forum: Outdated/Not implemented
- Topic: Zero signal distinct from no signal
- Replies: 2
- Views: 4718
Zero signal distinct from no signal
I'd like to have a signal with a count of 0 that is distinct from not having a signal at all for making better use of anything and everything conditions. The long story: Right now [0.14] all unused signals are 0 by default. That way signals that are 0 are treated to as it they wouldn't exist, no mat...