Search found 73 matches

by Mimos
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...
by Mimos
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?
by Mimos
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...
by Mimos
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 ...
by Mimos
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...
by Mimos
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.
by Mimos
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 ...
by Mimos
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...
by Mimos
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/...
by Mimos
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...
by Mimos
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.
by Mimos
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...

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