Search found 42 matches

by galibert
Thu Nov 09, 2017 3:00 pm
Forum: Ideas and Suggestions
Topic: Musings: Fluid dynamics
Replies: 9
Views: 3517

Musings: Fluid dynamics

This is a bunch of reflexions on what could be done for better fluids/heat in Factorio. Some aspects are really similar to a post of Rseding91 I found recently and can't find again. The context: Fluids in Factorio (that's liquids, gas and heat in heat pipes) are currently simulated through a local f...
by galibert
Thu Nov 09, 2017 9:43 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 44548

Re: Friday Facts #215 - Multithreading issues

That way chunks could align with pages. Per chunk processing would then be able to take advantage of more locality, at least down to L3 or L2 cache. But pages don't matter much, comparatively. Hitting different pages only hit the TLB, which has a cost but not as high as the cache one. Cachelines ma...
by galibert
Thu Nov 09, 2017 8:33 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 44548

Re: Friday Facts #215 - Multithreading issues

I may be wrong, but based on the FFF it appears that you have three different processes that update a single variable, but that variable is shared between each. (...) I also suspect that this isn't the correct path for parallelization any way, you'll likely find that each step itself could be paral...
by galibert
Tue Nov 07, 2017 10:29 am
Forum: Not a bug
Topic: [15.37] Train changes path after chainsignal (again)
Replies: 25
Views: 8039

Re: [15.37] Train changes path after chainsignal (again)

In the round-about example you gave the train is currently inside a chain signal block and is not allowed to re-path. That was fixed a while ago so it doesn't happen unless you break its path by removing rails/signals/stops. Is switching a stop on/off through the circuit network equivalent to remov...
by galibert
Tue Nov 07, 2017 10:27 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 44548

Re: Friday Facts #215 - Multithreading issues

Of course since you're C++ based... really you'd have to either break the constructor out to an initilaizer instead... or do a new override that takes a set. (C++ Sucks for custom allocations :) ) With modern C++ argpack forwarding and placement new works well to do syntaxes that are both sane and ...
by galibert
Mon Nov 06, 2017 10:38 am
Forum: Modding interface requests
Topic: standardized energy sources for improved possibilities
Replies: 15
Views: 4556

Re: standardized energy sources for improved possibilities

Part of the issue with electrified rail comes in with the problem of "Multiple rail types" As someone, Rseding most likely, previously pointed out... Part of the reason why electrified rail will never happen is down to the whole issue of whether or not a train should be allowed to travel ...
by galibert
Mon Nov 06, 2017 7:54 am
Forum: Modding interface requests
Topic: standardized energy sources for improved possibilities
Replies: 15
Views: 4556

Re: standardized energy sources for improved possibilities

Things like a locomotive don't support other energy source types because electric makes no sense for a moving entity - it would be insanely expensive if they had to re-connect to electric poles every time a locomotive moved. You could have "electrified rail" which connect to a power sourc...
by galibert
Sat Nov 04, 2017 10:58 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 44548

Re: Friday Facts #215 - Multithreading issues

Sharing and the whole invalidation protocol (MESI, MESIF, etc) is done at the cacheline level, not at the page level. That makes the granularity 64 bytes, not 4K. From the previous FFF I gather that not many structures are less than 64 bytes, so I doubt there's a sharing issue in practice. There's p...
by galibert
Sat Nov 04, 2017 10:48 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 44548

Re: Friday Facts #215 - Multithreading issues

the devs should really consider open sourcing the code. Heck No. If you're interested in working on the code, reach out to the devs and ask for a Job, You can sign an NDA and I'm sure the'd love to have you, but open sourcing the code is business suicide. Although I'd never try to tell anyone to op...
by galibert
Thu Nov 02, 2017 5:28 am
Forum: Modding interface requests
Topic: standardized energy sources for improved possibilities
Replies: 15
Views: 4556

Re: standardized energy sources for improved possibilities

Things like a locomotive don't support other energy source types because electric makes no sense for a moving entity - it would be insanely expensive if they had to re-connect to electric poles every time a locomotive moved. You could have "electrified rail" which connect to a power sourc...
by galibert
Sun Oct 29, 2017 5:02 pm
Forum: Modding help
Topic: Failed to load mods: ... does not match any enabled mod
Replies: 4
Views: 3000

Re: Failed to load mods: ... does not match any enabled mod

Hi Rseding, thank you for the reply. I have just copied the lua files into a directory in the mods folder and that is where i have edited the files. The thought has just occurred to me... I know factorio is reading my lua files and the json but is there anything I need to do to 'enable' my mod, I'v...
by galibert
Fri Oct 27, 2017 5:44 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 66747

Re: Friday Facts #214 - Concrete rendering

I suspect concrete has so much success *because* it has the grid pattern. It's very useful when you want to analyse what's going on. And being under the entities rather than over them it doesn't feel in the way like a superposed grid does.

OG.
by galibert
Thu Oct 26, 2017 10:59 am
Forum: Implemented mod requests
Topic: LuaPlayer::can_place_entity
Replies: 6
Views: 1755

Re: LuaPlayer::can_place_entity

This calculates the distance to the entity position, not to the entity bounding box which is a problem because the game uses the bounding box to calculate whether the player is in range to build something. While it is possible to make a function that does calculate the distance to the bounding box,...
by galibert
Thu Oct 26, 2017 8:34 am
Forum: Ideas and Suggestions
Topic: UI improvement property change slide
Replies: 8
Views: 1953

Re: UI improvement property change slide

i am just wondering, cause dragging works pretty well with anything else. from copying filter settings of filter inserters (like in the screenshot example) to copying production of assemblers and also blueprint modification. so i thought it would be possible to transfer it also to the inventory han...
by galibert
Thu Oct 26, 2017 7:37 am
Forum: Modding interface requests
Topic: Drag? Brush? mode on custom-input
Replies: 2
Views: 872

Re: Drag? Brush? mode on custom-input

There's an item specifically designed for this - the "selection-tool" type item. It's what blueprints and the deconstruction planner use. It has nothing to do with custom-inputs - it's tied to a specific item. Hmm yeah, I don't think it matches the use case I have in mind. Let me explain....
by galibert
Wed Oct 25, 2017 6:28 am
Forum: Ideas and Requests For Mods
Topic: [Request] "Bootstrap Challenge" scenario
Replies: 3
Views: 1608

Re: [Request] "Bootstrap Challenge" scenario

Interesting. I'd have chosen a slightly different setup: you have all tech, but a completly empty inventory. How fast can you start and ramp up production?
by galibert
Wed Oct 25, 2017 6:20 am
Forum: Modding interface requests
Topic: Drag? Brush? mode on custom-input
Replies: 2
Views: 872

Drag? Brush? mode on custom-input

I'd like to have the capability to add custom-inputs where it's possible to activate the input in one place and move the mouse/move the player so that it applies to multiple tiles/entities/ghosts. Exactly the way the mouse controls currently work for building, filling, destroying, etc. The obvious i...
by galibert
Wed Oct 18, 2017 6:46 am
Forum: Modding help
Topic: Tracking a multiple selection
Replies: 6
Views: 1643

Re: Tracking a multiple selection

I mean that the normal mouseclick is draggable while ctrl+lmb is probably not? And i don't know how autofill does it because i've actually never used it ;P. Ctrl-LMB is also used in vanilla to fill/empty entities (with ammo, coal, modules, etc), which is definitely draggable. Technically, it's not ...
by galibert
Tue Oct 17, 2017 7:21 am
Forum: Modding help
Topic: Tracking a multiple selection
Replies: 6
Views: 1643

Re: Tracking a multiple selection

I'm not sure how modifier keys like ctrl interact with custom hotkey events. You'll have to look at autofill for that. (report back tho, kinda interested :P). Not sure what you mean. At least I can tell you that key_sequence = "CONTROL + mouse-button-1" works as I expected it, and in part...
by galibert
Mon Oct 16, 2017 7:08 pm
Forum: Questions, reviews and ratings
Topic: Using the base game's icons and sprites
Replies: 3
Views: 1725

Re: Using the base game's icons and sprites

daniel34 wrote:You are allowed to use/modify the game's graphics for the purpose of making mods for Factorio.
Are you allowed to use them to make things like out-of-game blueprint renderers/editors?

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