Search found 168 matches

by DarkShadow44
Tue Nov 09, 2021 2:35 pm
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Re: Caching for multiplayer map download

Yes, a specific implementation would be better but short of encoding a chunk as a diff from when it was first generated (probably slower than sending the data), I think if you get the serialisation "right", rsync might be quite close. Not sure, I guess I'll run a few tests on the current ...
by DarkShadow44
Tue Nov 09, 2021 10:26 am
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Re: Caching for multiplayer map download

Separating entity main data and state might not yield that much. But separating them from the landscape and tiles should yield quite a lot. Yes, but wasn't that my idea from the start? As for your test base: That seems like a bad test. The map is all blank and should compress really well. So I'm no...
by DarkShadow44
Mon Nov 08, 2021 7:47 pm
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Re: Caching for multiplayer map download

There are a lot of things in entities that generally remain constant. Like the inserter has a pickup and dropoff location. Belts have a direction. Assemblers have a recipe. Chests have a reserved space. Cargo wagons have item filters. Combinators have settings. All of those can change but generally...
by DarkShadow44
Mon Nov 08, 2021 2:10 pm
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Re: Caching for multiplayer map download

As a result I think a worthwhile benefit may require either the data format to change to enable greater efficiency with a generic tool like rsync or (as was suggested previously) a Factorio-specific implementation using a similar concept. I think the former would have performance implications, at l...
by DarkShadow44
Mon Nov 08, 2021 12:04 pm
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Re: Caching for multiplayer map download

BTW I found some old article https://forums.factorio.com/viewtopic.php?p=169194#p169194 , where I suggested to use delta to store the diffs between saves. This would help keep save sizes low, but wouldn't make saving/loading any faster. If anything, it would add overhead. Now the cool thing (and si...
by DarkShadow44
Sun Nov 07, 2021 12:21 pm
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Re: Caching for multiplayer map download

More than 300 mb. And now when I think about it, it was just so slow when I updated the mods or a new version did came out - so that the game needs to filter every single tile. In normal case load took about 20 seconds, save perhaps 60. When updating it could take 2-10 minutes. And because I though...
by DarkShadow44
Sat Nov 06, 2021 11:19 am
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Re: Caching for multiplayer map download

It's churning through some GB of data and then transmitting num_chunks * 16 bytes or so. You would need a decent checksum because any collision would be fatal. I don't think a CRC32 would cut it. 128bit sounds good enough. Sure, it might be a few MB transferred for huge maps, but then you can be ce...
by DarkShadow44
Fri Nov 05, 2021 10:54 pm
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Re: Caching for multiplayer map download

The game always has a CRC for the whole state so the client can compute the CRC and detect this problem and fall back to checksum chunks or download a full map or something. I would consider this a rare event and not one we should optimize for at the cost of the rest. Well, how high is the cost of ...
by DarkShadow44
Fri Nov 05, 2021 5:12 pm
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Re: Caching for multiplayer map download

As noted, this might take even longer than downloading for big maps. Generating chunks is expensive. Time, cpu, bandwidth. Pick one. Time and CPU are essentially the same. Technically I only care about time, since I only want to save bandwidth for faster transmission :) If generating chunks is slow...
by DarkShadow44
Fri Nov 05, 2021 10:37 am
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Re: Caching for multiplayer map download

Na, single player also has this problem. I had saves where loading needed 2-3 minutes, saving 5. Mainly because of the large areas I discovered. May I ask how big that save was? For me, I can load even 200MB maps in a few seconds. Loading from a SSD? @ssilk Still wondering, would you mind telling m...
by DarkShadow44
Wed Nov 03, 2021 10:39 am
Forum: PyMods
Topic: Basic Lab Missing
Replies: 3
Views: 463

Re: Basic Lab Missing

Uploading a save wold be easiest :)
by DarkShadow44
Wed Nov 03, 2021 9:55 am
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Re: Caching for multiplayer map download

Maybe like so: if there are only some minimal changes to a chunk (missing some trees, added some worms…) the changes can be applied as diff after the generation of the chunk. Possibly. But that doesn't sound too easy either. Especially not for a mod... Na, single player also has this problem. I had...
by DarkShadow44
Wed Nov 03, 2021 7:25 am
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Re: Caching for multiplayer map download

Those chunks need not to be included in the safe-file. Because they can be recomputed with the map-generator… it takes a while but you probably will never notice it, because you never walk on it. Map: Until a chunk gets regenerated you see a (cached) version of the map-part. You mean just the map p...
by DarkShadow44
Wed Nov 03, 2021 2:32 am
Forum: Assigned
Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
Replies: 8
Views: 1504

Re: [1.1.42] Smart rotations facing the wrong way

What exactly did you do when that happened? Is that about the "smart rotation" feature where you press R to rotate the belts towards the mouse?
Since I can't see the cursor during playback, are your sure your mouse was on the right side when that happened?
by DarkShadow44
Tue Nov 02, 2021 12:06 am
Forum: Ideas and Suggestions
Topic: Caching for multiplayer map download
Replies: 41
Views: 2853

Caching for multiplayer map download

TL;DR Allow multiplayer maps to be cached so only the changed parts need downloading, decreasing download time. First off, this is nothing I realistically see being implemented, although a guy can dream :) Why ? Maps that get explored a lot can get pretty big, especially when using mods like SpaceE...
by DarkShadow44
Mon Nov 01, 2021 8:40 pm
Forum: Not a bug
Topic: [1.1.36] Changes in CTRL-F behavior when using mods
Replies: 6
Views: 680

Re: [1.1.36] Changes in CTRL-F behavior when using mods

I see. A flag for priority would work though, to put that mod in order behind the game. But I understand if you don't want to add that.
by DarkShadow44
Mon Nov 01, 2021 2:16 pm
Forum: Not a bug
Topic: [1.1.36] Changes in CTRL-F behavior when using mods
Replies: 6
Views: 680

Re: [1.1.36] Changes in CTRL-F behavior when using mods

I see... Without the "consuming" flag, the inventor search opens - but also the mod's search, which has priority.
Is there a way to have only the game process the input, and not the mod?
by DarkShadow44
Mon Nov 01, 2021 3:34 am
Forum: Not a bug
Topic: [1.1.36] Changes in CTRL-F behavior when using mods
Replies: 6
Views: 680

Re: [1.1.36] Changes in CTRL-F behavior when using mods

Thanks for the quick response.
Rseding91 wrote:
Sun Oct 31, 2021 11:35 pm
If the mod wants to override the games hotkey it has to set the prototype flag to do so.
I don't understand, isn't the problem here that the mod overrides the games hotkey accidentally?
by DarkShadow44
Sun Oct 31, 2021 10:47 pm
Forum: Not a bug
Topic: [1.1.36] Changes in CTRL-F behavior when using mods
Replies: 6
Views: 680

[1.1.36] Changes in CTRL-F behavior when using mods

I'm using the what is it really used for mod to view recipes. When pressing CTRL-F, it opens a search box to search recipes. When the inventory is open, the inventory search has priority, which is okay. Starting with 1.3.36 (just tested), CTRL-F always open the mod search box, even when the inventor...
by DarkShadow44
Wed Sep 29, 2021 9:04 am
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 115
Views: 33819

Re: pY Alternative Energy - Discussion

Most likely, yes.

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