Search found 164 matches
- 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...
- 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...
- 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...
- Thu Feb 13, 2020 7:24 pm
- Forum: Off topic
- Topic: Run from ramdisk - offtopic
- Replies: 21
- Views: 12320
- 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.
I think it might be good you upload game log, save file and all mods in a zip file.
- Thu Feb 13, 2020 7:20 pm
- Forum: 1 / 0 magic
- Topic: [posila] Daylight suddenly darkens
- Replies: 12
- Views: 3259
- 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...
- 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
- 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.
- 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
Your opinions doesn't make my opinions or preferences wrong either.Deadlock989 wrote: βThu Feb 13, 2020 6:32 pm*shrug* Your self-inflicted peeves are not automatically bugs.
- 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
I strongly disagree. The setting the menu for autosave is in minutes. Not ticks.
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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?
That sounds totally unnecessary. What is wrong with TCP connection to do that?
- 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?
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!planetmaker wrote: βWed Feb 12, 2020 2:56 pmIs this a server-side option only? I was looking at settings the other day but did not find any such setting.
It is in ~/.factorio/config/config.ini
- 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.