Technically a snapshot is needed. Cause a save can represent a game only after one tick.
A copy-on-write would mean, that the game copies all chunks in one tick, then doing the save with the copy. While saving, it continues the game. With large maps, that copy will take a while.
Snapshot can work ...
Search found 303 matches
- Mon Apr 20, 2015 5:27 am
- Forum: Ideas and Suggestions
- Topic: Savegame technical suggestions
- Replies: 9
- Views: 3558
- Sat Apr 18, 2015 2:46 am
- Forum: News
- Topic: Friday Facts #82 - Optimisations
- Replies: 58
- Views: 49042
Re: Friday Facts #82 Optimisations
Could the "middle lane" be re-added with the new belt system? It seems a lot more natural than having all the items move to one side for no reason.
- Sat Mar 21, 2015 3:08 am
- Forum: Balancing
- Topic: vehicle upgrade research
- Replies: 4
- Views: 10210
Re: vehicle upgrade research
How is this not a suggestion?
- Sat Mar 21, 2015 3:07 am
- Forum: Balancing
- Topic: Combat drones
- Replies: 3
- Views: 12642
Re: Combat drones
Replacing follower count with a drone control module is an interesting idea. Perhaps there could be multiple tiers of modules (with more robots per grid cell, of course).
- Sat Mar 21, 2015 3:03 am
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 46438
Re: Swap input on chemical factory
I still think allowing any fluid into any input would be an easier, simpler, more convenient and more flexible option.bobingabout wrote:I still think it should be possible to flip/swap inputs/outputs on fluid using/producing factories.
- Sat Mar 21, 2015 2:59 am
- Forum: Ideas and Suggestions
- Topic: Semi-persistent mining
- Replies: 14
- Views: 4006
Re: Semi-persistent mining
Mine Entity A for 2 seconds only to hit 95% mined then say a robot flies over and you start to mine the robot only for it to reset the mining progress of the thing you where originally mining.
Would it not be better to just not allow the mining of anything else unless you move your cursor ...
- Sat Mar 21, 2015 2:54 am
- Forum: Implemented Suggestions
- Topic: More logistics slots
- Replies: 10
- Views: 6618
Re: More logistics slots
Creating new research to increase player Logistic slots and Toolbars is doable with modding.
The inventory though can't currently be upgraded via research, some mods make it bigger by altering the player entity.
just pointing this out.
"X is possible by modding" and "X should be in the base game ...
The inventory though can't currently be upgraded via research, some mods make it bigger by altering the player entity.
just pointing this out.
"X is possible by modding" and "X should be in the base game ...
- Sat Mar 21, 2015 2:51 am
- Forum: Releases
- Topic: Version 0.11.19
- Replies: 43
- Views: 51220
Re: Version 0.11.19
Fixed that it was possible to use the fast replace on enemy structures. (viewtopic.php?=9150)
Pipes on difference force can still be connected sadface
This doesn't seem like a bad thing really.
If you wanted to ensure there was no external influence on a pipeline, then it should have a turret at ...
Pipes on difference force can still be connected sadface
This doesn't seem like a bad thing really.
If you wanted to ensure there was no external influence on a pipeline, then it should have a turret at ...
- Sat Mar 14, 2015 12:54 am
- Forum: Ideas and Suggestions
- Topic: [0.12] Players don't check how turn on experimental updates
- Replies: 11
- Views: 5760
Re: [0.12] Players don't check how turn on experimental updates
Players shouldn't need to know about experimental updates - instead, major versions should be smaller, so that stable updates are more frequent.
(That might involve disabling unfinished features for stable version - imagine 0.11 stable with gates, spitters, tanks, new car graphics, new player ...
(That might involve disabling unfinished features for stable version - imagine 0.11 stable with gates, spitters, tanks, new car graphics, new player ...
- Wed Mar 11, 2015 5:18 am
- Forum: Ideas and Suggestions
- Topic: Bigger inventory research and pumps that use electricity
- Replies: 11
- Views: 3546
Re: Bigger inventory research and pumps that use electricity
Imagine adding 50 slots worth of extra quickbars, and you will see why that's a problem.ssilk wrote:We have already research for larger inventory, or what else is the quick-bar?
- Sun Mar 08, 2015 6:46 am
- Forum: News
- Topic: Friday Facts #76 - MP inside out
- Replies: 52
- Views: 54513
Re: Friday Facts #76 - MP inside out
Major changes from current architecture probably won't happen, nor would they be feasible. As to the hundred thousand entities, while one can't dispute their existence, I think there's only one troublesome entity in this game, and it's the more-or-less unpredictable player. Other entities are ...
- Sat Feb 21, 2015 8:31 am
- Forum: Ideas and Suggestions
- Topic: Multi-Stage Blueprints Installation
- Replies: 4
- Views: 3947
Re: Multi-Stage Blueprints Installation
Just FYI, the yellow text is hard to read on light themes.
- Sun Feb 15, 2015 7:31 am
- Forum: Ideas and Suggestions
- Topic: Cancel/retry map transfer
- Replies: 2
- Views: 1133
Re: Cancel/retry map transfer
Probably just as easy to figure out why it doesn't work and fix it.
- Sun Feb 15, 2015 7:31 am
- Forum: Ideas and Suggestions
- Topic: Repairing items in inventory
- Replies: 19
- Views: 8150
- Sun Feb 15, 2015 4:46 am
- Forum: Ideas and Suggestions
- Topic: Slower Boiler Production Increase
- Replies: 3
- Views: 1695
Re: Slower Boiler Production Increase
Rather than boilers, maybe steam engines should take time to adjust (because they have inertia). Effectively no difference to gameplay, but easier to think about, since steam engines have access to the electric network stats, and boilers only have access to the water temperature.
Either way, it ...
Either way, it ...
- Sun Feb 15, 2015 3:58 am
- Forum: Ideas and Suggestions
- Topic: Be able to see your electric networks wherever you are ☸
- Replies: 10
- Views: 19767
Re: Be able to see your electric networks wherever you are
What if you could mouse over any building and press a button to see that building's electric network?
Or: make it the GUI for things without GUIs (like accumulators and steam engines), and for things with GUIs have a button to switch to the electric network info.
Or: make it the GUI for things without GUIs (like accumulators and steam engines), and for things with GUIs have a button to switch to the electric network info.
- Sat Jan 31, 2015 8:11 am
- Forum: News
- Topic: Friday Facts #71 - To the stars
- Replies: 61
- Views: 48909
Re: Friday Facts #71 To the stars
Make sure not to fall into the trap of feature creep.
- Wed Jan 21, 2015 2:00 am
- Forum: Ideas and Suggestions
- Topic: Inserters repair damaged entities
- Replies: 15
- Views: 7134
Re: Inserters repair damaged entities
Alternatively, inserters don't have a separate slot for repair packs (which reduces complexity significantly) and instead we let them get jammed. That way you need two separate belts and two rows of inserters if you want auto-repair + ammo feeding.
- Wed Jan 21, 2015 1:39 am
- Forum: Ideas and Suggestions
- Topic: Logistic Robots Behaviour Improvement
- Replies: 2
- Views: 1614
Re: Logistic Robots Behaviour Improvement
The current solution is to have a separate robot network at your outpost.
- Sun Jan 18, 2015 6:42 am
- Forum: Show your Creations
- Topic: Super spliters 3000
- Replies: 13
- Views: 12200
Re: Super spliters 3000
Tested with my current setup (i did grab inserter stack bonuses cause the red inserter is slow to move from the left box to the right)
21 stacks of iron and copper -> 349,349:352,352:349,349
made it 7 input chests instead of 3 per side
(holy backups batman!)
final result -> 350,349:353,350:350 ...
21 stacks of iron and copper -> 349,349:352,352:349,349
made it 7 input chests instead of 3 per side
(holy backups batman!)
final result -> 350,349:353,350:350 ...