Search found 164 matches
- Tue Feb 11, 2020 11:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.18.4] Unoptimal code generation of Linux binary (too many redundant stores/loads)
- Replies: 11
- Views: 5949
Re: [wheybags] [0.18.4] Unoptimal code generation of Linux binary (too many redundant stores/loads)
I also checked the headless server binary, and it looks to also to be affected same way, but I did find significantly less of these patterns. However when looking at the same same functions I reported in previous post, and they exhibit same issues in general of redundant store-load.
- Tue Feb 11, 2020 11:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
- Replies: 12
- Views: 2390
[0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
Linux amd64, headless server. No mods. 591.562 Info ServerMultiplayerManager.cpp:1189: Auto saving map as /home/factorio1/factorio/saves/test1.zip 591.562 Info AppManager.cpp:395: Saving game as /home/factorio1/factorio/saves/test1.zip 591.590 Info AsyncScenarioSaver.cpp:144: Saving process PID: 148...
- Tue Feb 11, 2020 10:45 pm
- Forum: Technical Help
- Topic: [0.15.40] No IPv6 on auth web servers
- Replies: 6
- Views: 2619
Re: [0.15.40] No IPv6 on auth web servers
Yeah. I still see this. The 1) DNS points only to hosts with IPv4 addresses (via herokudns): $ host auth.factorio.com auth.factorio.com is an alias for perpendicular-shark-yujs6bj61byj1q191y5wyd47.herokudns.com. perpendicular-shark-yujs6bj61byj1q191y5wyd47.herokudns.com has address 34.233.35.85 perp...
- Tue Feb 11, 2020 10:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
- Replies: 16
- Views: 4133
[0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
2a02:348:9a:83b1::1 and [2a02:348:9a:83b1::1]:34197 work. But this: [2a02:348:9a:83b1::1] doesn't: invalid-ipv6-in-squares-without-port.png ... 292.851 Error ClientMultiplayerManager.cpp:101: MultiplayerManager failed: "[2a02:348:9a:83b1::1] is not a valid address (Name or service not known).&...
- Tue Feb 11, 2020 10:07 pm
- Forum: Technical Help
- Topic: [RESOLVED] [0.17.79] OpenGL problem appeared after software updates (Ubuntu 18.04)
- Replies: 3
- Views: 1984
Re: [RESOLVED] [0.17.79] OpenGL problem appeared after software updates (Ubuntu 18.04)
You don't have nvidia drivers installed, and it is falling back to use software rasterizer using CPU. Which is very slow and doesn't support all required features. It would be horribly slow too.
Not a Factorio issue.
Not a Factorio issue.
- Tue Feb 11, 2020 10:05 pm
- Forum: Technical Help
- Topic: [0.18.3] Rcon faster speeds?
- Replies: 12
- Views: 3092
Re: [0.18.3] Rcon faster speeds?
Maybe instead provide a whitelist of IPv4 / IPv6 addresses to which there would be no ddos protection / delay / logging? And include localhost in the list by default.
- Tue Feb 11, 2020 9:47 pm
- Forum: Ideas and Suggestions
- Topic: Could we make non-blocking-saving=true a default on Linux please?
- Replies: 10
- Views: 2529
Could we make non-blocking-saving=true a default on Linux please?
I have been using it locally on Linux for playing game, and on some headless servers for few months without any issues, and with a way better user experience. I think it would be beneficial to everybody to turn in on by default. Not everybody even knows about this config option. And/or extend number...
- Tue Feb 11, 2020 9:29 pm
- Forum: Duplicates
- Topic: [0.18.5] Factorio freezes on zooming or scrolling with blueprint [solved in 0.18.6]
- Replies: 4
- Views: 1027
Re: [0.18.5] Factorio freezes on zooming or scrolling with blueprint
Try 0.18.6. It got pushed to factorio website and steam few minutes ago. It should be already fixed.
- Tue Feb 11, 2020 9:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.18.4] Unoptimal code generation of Linux binary (too many redundant stores/loads)
- Replies: 11
- Views: 5949
Re: [wheybags] [0.18.4] Unoptimal code generation of Linux binary (too many redundant stores/loads)
I see this problem in many other functions: _ZN13LowPassFilter7processEPfj: ... 5f2e4e: f2 0f 59 44 24 38 mulsd 0x38(%rsp),%xmm0 5f2e54: f2 0f 11 44 24 40 movsd %xmm0,0x40(%rsp) 5f2e5a: f2 0f 10 44 24 40 movsd 0x40(%rsp),%xmm0 ... _ZNK6Corpse15getSelectionBoxEv 5f374a: f2 0f 11 4c 24 10 movsd %xmm1,...
- Tue Feb 11, 2020 8:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.18.4] Unoptimal code generation of Linux binary (too many redundant stores/loads)
- Replies: 11
- Views: 5949
Re: [wheybags] [0.18.4] Unoptimal code generation of Linux binary (too many redundant stores/loads)
Yeah. Using -ffloat-store might make sense in some code when using x87 code, but shouldn't be needed when using SSE2, which should be a default on the 64-bit anyway (SSE2 is mandatory on all x86 64-bit CPUs). Definitively this compiler flag should be removed from 64-bity build. And considering there...
- Fri Feb 07, 2020 6:01 pm
- Forum: News
- Topic: Friday Facts #333 - Terrain scrolling
- Replies: 40
- Views: 19789
Re: Friday Facts #333 - Terrain scrolling
Out of curiosity what time do you see when you disable the caching and use high end GPU and CPU for the test? I can imaging it will be unusable, but was wondering for comparison.
- Thu Nov 28, 2019 2:32 am
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 4553
Re: [0.17.18] Symlinks in script-output no longer work.
Hi, I did hit a similar problem today in 0.17.99.
I want to make a symlink , because of amount of data being dumped by the mod, and I want to put it different place than standard location. I can't use bind mounts, and I am not sure if they would work either.
I want to make a symlink , because of amount of data being dumped by the mod, and I want to put it different place than standard location. I can't use bind mounts, and I am not sure if they would work either.
- Wed Nov 27, 2019 7:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.79] Rounding values in electricity tab (chart & gauge)
- Replies: 4
- Views: 3400
Re: [0.17.79] Rounding values in electricity tab (chart & gauge)
I had similar issue yesterday. Chart (on a left / usage side) was showing 1kW more than what the bars were showing, and 1kW more than it absolutely max possible (these were miners I think). On the topic of rounding, 1.1GW is rather wide spread of possible values (10%, or if you don't know how they a...
- Wed Nov 27, 2019 2:36 pm
- Forum: Modding discussion
- Topic: Breaking change/fix: script.raise_event rework - opinions wanted
- Replies: 88
- Views: 22210
Re: Breaking change/fix: script.raise_event rework - opinions wanted
Hi, I am not a mod author, but separate raise_X functions do have advantage of improving things like code completion (thus leading to less errors and probably a bit easier to read all around in the code), simplifying documentation and examples. By having separate signatures and API, the game engine ...
- Wed Nov 27, 2019 1:51 pm
- Forum: Combinator Creations
- Topic: Fast Pi Calculator
- Replies: 8
- Views: 7860
Re: Fast Pi Calculator
I spent the past few days studying Machin-like formulas . There are some very fast converging formulas published, but they prefer big numbers and I require all terms to be below 463 to avoid int32 overflow. I finally built a custom program to search for formulas that fit my needs. I discovered some...
- Wed Nov 27, 2019 1:40 pm
- Forum: Combinator Creations
- Topic: Fast Pi Calculator
- Replies: 8
- Views: 7860
Re: Fast Pi Calculator
You mean 1.78 times faster? Or taking 0.78 of the time compared to 1000.Word size 10000 is 78% faster than word size 1000.
- Wed Nov 27, 2019 1:33 pm
- Forum: Show your Creations
- Topic: 13x9 Micro Factory
- Replies: 17
- Views: 50757
Re: 13x9 Micro Factory
That is really cool.
I see you are using just pipes as a storage for some fluids, instead of using storage tanks. Way smaller capacity, but less space used, and for things like lubricant it appears to be sufficient, especially if you switch back and forth between blueprints. Fascinating.
I see you are using just pipes as a storage for some fluids, instead of using storage tanks. Way smaller capacity, but less space used, and for things like lubricant it appears to be sufficient, especially if you switch back and forth between blueprints. Fascinating.
- Wed Nov 27, 2019 1:25 pm
- Forum: General discussion
- Topic: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
- Replies: 35
- Views: 11153
Re: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
I use 8 core (2x4) reactors. I have an ordinary world, with a respawn of living creatures, so I have to fight a lot and for a long time. Such compact reactors I have working 22 pieces + 2 in the process of construction. 626k laser turrets currently consume 15 GW. And this is not the limit, I plan t...
- Tue Nov 26, 2019 4:31 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 29478
Re: Friday Facts #322 - New Particle system
In the last picture, why there is still a lot of things that look like particles, but are not handled by new system?
- Mon Nov 25, 2019 6:41 pm
- Forum: Won't fix.
- Topic: [0.17.69] Pipes do not exhibit flow animations when placed directly before eastern-facing pumps
- Replies: 6
- Views: 3124
Re: [Dominik][0.17.69] Pipes do not exhibit flow animations when placed directly before eastern-facing pumps
Also, the first pipe connected to a storage tank also doesn't show correct flow when more than one pipe is connected in sequence, in some directions. I can't reproduce the issue with storage tanks in 0.17.79. Could you post a screenshot or blueprint? I can reproduce the original issue with first pi...