Search found 950 matches
- Fri Mar 16, 2018 12:09 pm
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 55020
Re: So... Let's talk about bots, and how to fix them properly...
If we look at what a botnetwork is good at now I see 2 things: random low throughput transport. Big burst of transport with recovery time needed. The burst capacity comes from how the bots are launched: launched with full battery without affecting the battery charge of the roboports. low sustained t...
- Wed Mar 07, 2018 10:06 am
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 55020
Re: So... Let's talk about bots, and how to fix them properly...
I apparently missed the debate. So I apologize if this has already been brought up before. But Bots have a hard-cap on the bandwidth they can accomplish, determined by the charging time from each Roboport. I've written this up on Reddit . Logistic Bots : The Charging Network is the limitation. Assu...
- Wed Mar 07, 2018 9:36 am
- Forum: General discussion
- Topic: High VRAM demand but in fact verly low GPU requirements
- Replies: 23
- Views: 10429
Re: High VRAM demand but in fact verly low GPU requirements
The bottleneck for factorio is not the gpu, it is instead the CPU and memory latency. Upgrading gpu beyond the minimal required will do nothing to improve performance because the slowdown is elsewhere. Kinda like getting a new 10Gb network card even though your router is ancient and can only support...
- Tue Feb 27, 2018 2:04 pm
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 45080
Re: Friday Facts #231 - Belt compression & Crash log uploading
I am slightly disappointed in this Friday Facts. Not because of the privacy thing. I couldn't care less about that (and incidentally, I've never actually had a situation where Factorio has outright crashed on me, so either I'm not playing hard enough or you all are just that good) No, the reason I'...
- Mon Feb 19, 2018 10:03 am
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 45099
Re: Friday Facts #230 - Engine modernisation
I can't even bring myself to tear apart a factory to fix it, much less tear apart the rendering engine to a game that's been in the works for as long as this one. I would have shrieked in horror and ran away from your office screaming if you asked me to do that. Bravo, Factorio devs, for being made...
- Tue Feb 06, 2018 4:38 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365073
Re: Friday Facts #225 - Bots versus belts (part 2)
Are we still flogging this dead horse? "Bots are boring". Go and do something else then. No-one's holding a gun to your head. This is one of the best and most open-ended sandbox games ever made. Bots are fine. Belts are very slightly underpowered. Loaders would have helped a lot, but peop...
- Fri Feb 02, 2018 2:59 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365073
Re: Friday Facts #225 - Bots versus belts (part 2)
Considering my base is about 30 roboports by 30 roboports, and anything within this base can be moved from anywhere else within this base.... This is an unbelievably massive nerf. Would actually be useful as a checkbox option inside each roboport though. Especially with modded roboports such as the...
- Mon Jan 15, 2018 4:12 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365073
Re: Friday Facts #225 - Bots versus belts (part 2)
one thing I've noticed is that the roboport performs 3 distinct functions: define the area of the network store and deploy robots provide recharge points IF you split them up in separate entities (maybe with tiers for a few of them) you could make robots more of a puzzle than the current spam-robopo...
- Mon Jan 08, 2018 11:49 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 338481
Re: Friday Facts #224 - Bots versus belts
There is a big disadvantage to bots: debuggability for optimizations (I mean in a base-planning way) when a bot base is badly setup it is very hard to figure out that it even is bad. A bad base will have bots being empty for large parts of their travel time and/or making large detours for recharging...
- Wed Jan 03, 2018 4:58 pm
- Forum: Off topic
- Topic: Intel CPU Design flaw
- Replies: 17
- Views: 6609
Re: Intel CPU Design flaw
All the performance effects will only be due during system calls.
Where before (a large part of) the kernel could stay mapped into the application's address space, with this vulnerability it has to be unmapped and remapped every system call.
Where before (a large part of) the kernel could stay mapped into the application's address space, with this vulnerability it has to be unmapped and remapped every system call.
- Thu Nov 30, 2017 9:59 am
- Forum: Ideas and Suggestions
- Topic: Locking Inventory, and Toolbar blueprints
- Replies: 2
- Views: 1026
Re: Locking Inventory, and Toolbar blueprints
you mean all the things described in this FFF: https://www.factorio.com/blog/post/fff-191
- Tue Nov 21, 2017 2:30 pm
- Forum: Gameplay Help
- Topic: Count items on the belt?
- Replies: 17
- Views: 39935
Re: Count items on the belt?
The reader only looks at the belt segment it is on. The item will move way from the reader and let the inserter activate again.
The inside of a corner belt is a very small space to put items, so the belt needs to be pretty saturated to stop the inserter inserting.
The inside of a corner belt is a very small space to put items, so the belt needs to be pretty saturated to stop the inserter inserting.
- Tue Nov 21, 2017 1:24 pm
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 139776
Re: How-to: Two-way rails
Both step 2 & 4 involve increasing the number of active trains, "one train at a time" is only true for the "Example: The worst reliable system ever". Apparently the guide is still not kissed enough ;) The one-way loop is a valid alternative to a two-way system. I'd think tha...
- Mon Nov 20, 2017 11:29 am
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 139776
Re: How-to: Two-way rails
You want to show me an example on how you use these rails cause I have a lot of issues with your claim. 1) Which is super amazing as we can skip one assembler. 1 assembler and you're amazed? 2) Saves on signals??? At the very least you still need 2 signals. If adding multilanes, you now have to use...
- Fri Nov 17, 2017 4:06 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 34216
Re: Friday Facts #217 - Just another Friday Facts
I would prefer if resurces never overlapped in the first place. Filtering them when you put shared miner is annoying, even more so when it's shared with uranium and you need to provide acid to mine both uranium and other resource. No idea if I were just lucky or did it work differently back when I ...
- Mon Nov 13, 2017 11:28 am
- Forum: News
- Topic: Friday Facts #216 - Paving a path for the GUI update
- Replies: 57
- Views: 28600
Re: Friday Facts #216 - Paving a path for the GUI update
PS: What remains is just to replace lua with javascript ... <duck> ;) It'd be nice if they could replace lua with literally anything with better syntax. I don't see how IF x THEN --whatever ELSE --whatever else END is possible easier to parse than if (x) { //whatever } else { //whatever else } The ...
- Fri Nov 10, 2017 2:02 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 43425
Re: Friday Facts #215 - Multithreading issues
We were always saying, that we keep the full update multithreading as the last ace in the sleeve to be used after the normal optimisations become too difficult. I think that's very much the wrong approach. "Multi-threading done properly" effects the design of everything (the game loop, al...
- Tue Nov 07, 2017 3:35 pm
- Forum: Implemented mod requests
- Topic: Assembling-machine with built-in productivity
- Replies: 24
- Views: 7492
Re: Assembling-machine with built-in productivity
maybe also allow as a research bonus. Like mining pod in vanilla
- Tue Nov 07, 2017 10:58 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 43425
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 9:56 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 43425
Re: Friday Facts #215 - Multithreading issues
IMO the first step should be to make everything allocator aware. Create a (statefull) allocator API and default it to use your existing new/delete approach. That way you have a platform to do experiments with. You can add logging to see where a lot of allocations happen and see if it makes sense to ...