Search found 164 matches

by movax20h
Thu Feb 13, 2020 7:47 pm
Forum: Not a bug
Topic: [0.18.6] Game autosave and console output autohide are coupled to game.speed
Replies: 12
Views: 1935

Re: [0.18.6] Game autosave and console output autohide are coupled to game.speed

What I am saying, I am not sure this is not what user usually intents to happen. The second part about the auto hiding of the console output after a delay, similarly is unintuitive. Unfortunately intent and intuitiveness are not the criteria for bughood Hmm. I am pretty sure to some extent the inte...
by movax20h
Thu Feb 13, 2020 7:43 pm
Forum: Not a bug
Topic: [0.18.6] When using game.speed=100 in editor, I can't scroll/pan the screen at lowest zoom levels
Replies: 2
Views: 671

Re: [0.18.6] When using game.speed=100 in editor, I can't scroll/pan the screen at lowest zoom levels

We scale the editor movement speed to the game speed I don't think there is a bug here Hey Klonan. From a game / technical perspective it might be the case, but from user perspective it doesn't make sense to me. 1) It doesn't explain why you do it. 2) At some speeds it simply stops working complete...
by movax20h
Thu Feb 13, 2020 7:39 pm
Forum: Not a bug
Topic: [0.18.6] Game autosave and console output autohide are coupled to game.speed
Replies: 12
Views: 1935

Re: [0.18.6] Game autosave and console output autohide are coupled to game.speed

This does not describe a bug. Could you elaborate? How is that not a bug? The autosaves are baed on the game tick, which increments at a value based on the game speed If you don't want an autosave every 5 seconds, increase your autosave interval I do understand that it works the way it works, and u...
by movax20h
Thu Feb 13, 2020 7:24 pm
Forum: Off topic
Topic: Run from ramdisk - offtopic
Replies: 21
Views: 12320

Re: Run from ramdisk

ptx0 wrote: ↑
Thu Feb 13, 2020 7:14 pm
you run on Linux, where ramdisk works differently from Windows, where this user reported bug originated. read the original post, dude.
The problem he is having, has nothing to do with the ramdisk itself.
by movax20h
Thu Feb 13, 2020 7:22 pm
Forum: Duplicates
Topic: [0.18.6] Bug or Feature, Miners taking crude Oil
Replies: 4
Views: 1510

Re: [0.18.6] Bug or Feature, Miners taking crude Oil

Is this a vanilla miner?

I think it might be good you upload game log, save file and all mods in a zip file.
by movax20h
Thu Feb 13, 2020 7:20 pm
Forum: 1 / 0 magic
Topic: [posila] Daylight suddenly darkens
Replies: 12
Views: 3259

Re: [posila] Daylight suddenly darkens

posila wrote: ↑
Wed Jan 29, 2020 9:06 pm
I guess shaders in your installation got corrupted somehow.
Out of curiosity, why would Steam "verify integrity" not detect this issue then?

Maybe the drive cached the shaders and it got corrupted instead?
by movax20h
Thu Feb 13, 2020 7:01 pm
Forum: Off topic
Topic: Run from ramdisk - offtopic
Replies: 21
Views: 12320

Re: Run from ramdisk

factorio writes to disk an awful lot during runtime, you can see this by monitoring something like `atop` on Linux, the WRDSK column shows 2.3GiB of writes after about 2 hours of uptime. i don't see why to ask why they want to run on ramdisk, instead, you can help by answering the actual question o...
by movax20h
Thu Feb 13, 2020 6:42 pm
Forum: Not a bug
Topic: [0.18.6] Game autosave and console output autohide are coupled to game.speed
Replies: 12
Views: 1935

Re: [0.18.6] Game autosave and console output autohide are coupled to game.speed

Loewchen wrote: ↑
Thu Feb 13, 2020 6:40 pm
This does not describe a bug.
Could you elaborate? How is that not a bug?
by movax20h
Thu Feb 13, 2020 6:39 pm
Forum: Off topic
Topic: Run from ramdisk - offtopic
Replies: 21
Views: 12320

Re: Run from ramdisk

I run Factorio from ramdisk. It works just fine. Not for speed or anything, I simply do. I doubt it have any effect on loading speed at all, and is not the reason I am using ramdisk.
by movax20h
Thu Feb 13, 2020 6:35 pm
Forum: Not a bug
Topic: [0.18.6] Game autosave and console output autohide are coupled to game.speed
Replies: 12
Views: 1935

Re: [0.18.6] Game autosave and console output autohide are coupled to game.speed

Deadlock989 wrote: ↑
Thu Feb 13, 2020 6:32 pm
*shrug* Your self-inflicted peeves are not automatically bugs.
Your opinions doesn't make my opinions or preferences wrong either.
by movax20h
Thu Feb 13, 2020 6:31 pm
Forum: Not a bug
Topic: [0.18.6] Game autosave and console output autohide are coupled to game.speed
Replies: 12
Views: 1935

Re: [0.18.6] Game autosave and console output autohide are coupled to game.speed

Deadlock989 wrote: ↑
Thu Feb 13, 2020 6:30 pm
movax20h wrote: ↑
Thu Feb 13, 2020 6:23 pm
It is rather annoying that if one sets game.speed=100 in editor
Garbage in, garbage out.

Just don't do that.
I strongly disagree. The setting the menu for autosave is in minutes. Not ticks.
by movax20h
Thu Feb 13, 2020 6:23 pm
Forum: Not a bug
Topic: [0.18.6] Game autosave and console output autohide are coupled to game.speed
Replies: 12
Views: 1935

[0.18.6] Game autosave and console output autohide are coupled to game.speed

It is rather annoying that if one sets game.speed=100 in editor, the game starts autosaving ever 5 seconds, and the console output is disappearing after a fraction of the second. I think both autosave and the console output hiding should be using real / wall clock time. With only exception autosave ...
by movax20h
Thu Feb 13, 2020 6:21 pm
Forum: Not a bug
Topic: [0.18.6] When using game.speed=100 in editor, I can't scroll/pan the screen at lowest zoom levels
Replies: 2
Views: 671

[0.18.6] When using game.speed=100 in editor, I can't scroll/pan the screen at lowest zoom levels

When I am in editor (`/editor`), and do `/c game.speed=100`, I can't move / pan the view (using WSAD keys) on the few most zoomed-in levels. If I zoom out I can pan. The problem doesn't occur at somehow lower game speeds (tested game.speed=60 and game.speed=90, and they seem to not exhibit this issu...
by movax20h
Thu Feb 13, 2020 6:07 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200499

Re: Parrallel processing in games & applications

One of the possible lower hanging fruits for parallelisation is processing disconnected components in parallel, when it make sense. By connectivity I mean here connected via some path of inserters, assemblers / furnaces / labs and belts. And chests. But not counting trains, pipes, electric network ...
by movax20h
Thu Feb 13, 2020 4:29 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200499

Re: Parrallel processing in games & applications

One of the possible lower hanging fruits for parallelisation is processing disconnected components in parallel, when it make sense. By connectivity I mean here connected via some path of inserters, assemblers / furnaces / labs and belts. And chests. But not counting trains, pipes, electric network o...
by movax20h
Thu Feb 13, 2020 4:09 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200499

Re: Multithreaded performance

You are mostly testing the memory bandwidth here. Not latency. It is possible to hide latency by using more thread and utilizing multithreading or very smart software prefetching, but that would complicate the code base a lot, and still doesn't work fully with all entities easily. It is more of an o...
by movax20h
Thu Feb 13, 2020 3:48 pm
Forum: Ideas and Suggestions
Topic: Could we make non-blocking-saving=true a default on Linux please?
Replies: 10
Views: 2514

Re: Could we make non-blocking-saving=true a default on Linux please?

it doesn't crash, it simply fails to return from the save fork at some times. it is hard to pin down exactly why. I have experienced it countless times and people asked for the blocking saves to be reenabled on my servers. Fair enough then. I wonder if this is somehow related to some mods, or just ...
by movax20h
Wed Feb 12, 2020 9:03 pm
Forum: Technical Help
Topic: [0.18.3] Rcon faster speeds?
Replies: 12
Views: 3075

Re: [0.18.3] Rcon faster speeds?

ptx0 wrote: ↑
Wed Feb 12, 2020 8:04 pm
Rseding91 wrote: ↑
Wed Feb 12, 2020 7:52 pm
There is no limiting or protection built in to the rcon logic. It runs the same as network packet logic as far as I know.
how about a server side ABI for high throughput commands?
That sounds totally unnecessary. What is wrong with TCP connection to do that?
by movax20h
Wed Feb 12, 2020 9:01 pm
Forum: Ideas and Suggestions
Topic: Could we make non-blocking-saving=true a default on Linux please?
Replies: 10
Views: 2514

Re: Could we make non-blocking-saving=true a default on Linux please?

planetmaker wrote: ↑
Wed Feb 12, 2020 2:56 pm
Is this a server-side option only? I was looking at settings the other day but did not find any such setting.
No it does work both on client and server. I use it on my computer for example and it is amazing. No pauses during saving!

It is in ~/.factorio/config/config.ini
by movax20h
Wed Feb 12, 2020 2:51 pm
Forum: Ideas and Suggestions
Topic: Could we make non-blocking-saving=true a default on Linux please?
Replies: 10
Views: 2514

Re: Could we make non-blocking-saving=true a default on Linux please?

Interesting. Do you have some links to the reports about these crashes? I didn't spot any.

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