Search found 42 matches
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
OG.
- 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,...
- 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...
- 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....
- 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?
- 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...
- 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 ...
- 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...
- 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
Are you allowed to use them to make things like out-of-game blueprint renderers/editors?daniel34 wrote:You are allowed to use/modify the game's graphics for the purpose of making mods for Factorio.