Search found 950 matches

by ratchetfreak
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: 37706

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...
by ratchetfreak
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: 37706

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...
by ratchetfreak
Wed Mar 07, 2018 9:36 am
Forum: General discussion
Topic: High VRAM demand but in fact verly low GPU requirements
Replies: 23
Views: 7496

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...
by ratchetfreak
Tue Feb 27, 2018 2:04 pm
Forum: News
Topic: Friday Facts #231 - Belt compression & Crash log uploading
Replies: 89
Views: 33179

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'...
by ratchetfreak
Mon Feb 19, 2018 10:03 am
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 34034

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...
by ratchetfreak
Tue Feb 06, 2018 4:38 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 250897

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...
by ratchetfreak
Fri Feb 02, 2018 2:59 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 250897

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...
by ratchetfreak
Mon Jan 15, 2018 4:12 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 250897

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...
by ratchetfreak
Mon Jan 08, 2018 11:49 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 231982

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...
by ratchetfreak
Wed Jan 03, 2018 4:58 pm
Forum: Off topic
Topic: Intel CPU Design flaw
Replies: 17
Views: 4429

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.
by ratchetfreak
Tue Nov 21, 2017 2:30 pm
Forum: Gameplay Help
Topic: Count items on the belt?
Replies: 17
Views: 28555

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.
by ratchetfreak
Tue Nov 21, 2017 1:24 pm
Forum: Railway Setups
Topic: How-to: Two-way rails
Replies: 29
Views: 97445

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...
by ratchetfreak
Mon Nov 20, 2017 11:29 am
Forum: Railway Setups
Topic: How-to: Two-way rails
Replies: 29
Views: 97445

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...
by ratchetfreak
Fri Nov 17, 2017 4:06 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 24831

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 ...
by ratchetfreak
Mon Nov 13, 2017 11:28 am
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 21763

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 ...
by ratchetfreak
Fri Nov 10, 2017 2:02 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 31567

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...
by ratchetfreak
Tue Nov 07, 2017 3:35 pm
Forum: Implemented mod requests
Topic: Assembling-machine with built-in productivity
Replies: 24
Views: 4861

Re: Assembling-machine with built-in productivity

maybe also allow as a research bonus. Like mining pod in vanilla
by ratchetfreak
Tue Nov 07, 2017 10:58 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 31567

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 ...
by ratchetfreak
Mon Nov 06, 2017 9:56 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 31567

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 ...

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