Search found 164 matches

by movax20h
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.
by movax20h
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...
by movax20h
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...
by movax20h
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).&...
by movax20h
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.
by movax20h
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.
by movax20h
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...
by movax20h
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.
by movax20h
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,...
by movax20h
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...
by movax20h
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.
by movax20h
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.
by movax20h
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...
by movax20h
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 ...
by movax20h
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...
by movax20h
Wed Nov 27, 2019 1:40 pm
Forum: Combinator Creations
Topic: Fast Pi Calculator
Replies: 8
Views: 7860

Re: Fast Pi Calculator

Word size 10000 is 78% faster than word size 1000.
You mean 1.78 times faster? Or taking 0.78 of the time compared to 1000.
by movax20h
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.
by movax20h
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...
by movax20h
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?
by movax20h
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...

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