Search found 950 matches

by ratchetfreak
Tue May 21, 2019 12:19 pm
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 9136

Re: aliens needs multithreading :/

You example isn't complete, the order of targets in the final list matters, so that needs to be deterministic which you can do by sorting. However then you end up with a super-linear complexity operation on the main thread that cannot be parallelized. It is quite likely that the main-thread overhead...
by ratchetfreak
Tue May 14, 2019 1:56 pm
Forum: Not a bug
Topic: [0.17.37] Train update taking very long
Replies: 15
Views: 2209

Re: [0.17.37] Train update taking very long

The more technical answer is that pathfinding work like while(set not empty){ take a block b out of set mark b visited if destination is in block return b for each possible next block nb directly reachable from b { if nb is not visited { add nb to set with b as it's predecessor } } } The operations ...
by ratchetfreak
Fri May 10, 2019 2:45 pm
Forum: Releases
Topic: Version 0.17.38
Replies: 12
Views: 9496

Re: Version 0.17.38

[*]When a temporary blueprint(e.g. blueprint from copy) is placed in the quickbar, the blueprint won't be destroyed when clearing the cursor and instead moved to the inventory. (https://forums.factorio.com/65332) So does this now create a blueprint in inventory, or just in the quickbar? from the de...
by ratchetfreak
Wed Mar 20, 2019 5:16 pm
Forum: General discussion
Topic: Why does radar attract biters?
Replies: 12
Views: 2828

Re: Why does radar attract biters?

it's very much intensional

and it's to avoid people just plopping down 5 solars, a powerpole and a radar and have (near) permanent vision deep into biter territory.
by ratchetfreak
Thu Feb 28, 2019 5:16 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 219132

Re: Version 0.17.0

what's a "rolling stock"? Rail-vehicles: https://en.wikipedia.org/wiki/Rolling_stock Has anybody EVER found it useful to be able to detach/attach rolling stocks? I always just assembled the train on the line as needed. It be useful if that was automatable, otherwise the only use is reatta...
by ratchetfreak
Thu Feb 28, 2019 10:52 am
Forum: General discussion
Topic: Why not Lua?
Replies: 24
Views: 7739

Re: Why not Lua?

Not true at all. You don't need to actually allocate padding, and any difference between zerobased[0] and onebased[1] will disappear with constant folding. There are a plethora of minor things that 0 based vs. 1 based indexing changes. But they mostly boild down to where you are going to make off b...
by ratchetfreak
Fri Feb 08, 2019 12:04 pm
Forum: General discussion
Topic: The biggest problem with Factorio (by far)
Replies: 21
Views: 4594

Re: The biggest problem with Factorio (by far)

BlueTemplar wrote:
Fri Feb 08, 2019 10:45 am
Hmm, I have a hard time seeing the middle "2"... (I even first thought it was a 8!) Am I the only one ?
IIRC that one you should only see (easily) if you are colorblind in the way it's testing
by ratchetfreak
Tue Jan 29, 2019 10:40 am
Forum: Ideas and Suggestions
Topic: Confirm dialog on close in windowed mode
Replies: 28
Views: 13877

Re: Confirm quit game when closing window

Another option is to show the prompt after the first alt+f4 but if alt+f4 is pressed again quit anyway. (or any other generic close window message from the windowing system) This lets you still quickly close without saving if you double tap alt+f4. It's the same mechanism that I see in firefox when ...
by ratchetfreak
Thu Jan 24, 2019 9:38 am
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 41030

Re: Friday Facts #278 - The new quickbar

It may be worth thinking carefully about how to set/remove/overwrite filters in that quickbar so that new players can get going quickly. At the very least being able to just deposit an item into the quick bar without needing to middle click (which on a laptop touchpad is a tossup on whether it's act...
by ratchetfreak
Tue Jan 15, 2019 10:54 am
Forum: Gameplay Help
Topic: New disabled player - difficulty using keys to move
Replies: 21
Views: 4381

Re: New disabled player - difficulty using keys to move

Is a joystick an option? I believe there is native support for controllers in factorio.
by ratchetfreak
Fri Jan 04, 2019 10:54 am
Forum: Ideas and Requests For Mods
Topic: [0.17] Adding Ore Hardness and Pickaxes back in
Replies: 22
Views: 7540

Re: [0.17] Adding Ore Hardness and Pickaxes back in

another option is to link mineability to the force which can then be tweaked by research.
by ratchetfreak
Fri Nov 30, 2018 3:42 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 31609

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

tl:dr the fluid system originally was oop and had the fluidbox data in each entity which turned out to be slow because of CPU cache when needing to simulate the fluid (touching just the fluid boxes). Now fluidboxes are pooled per connected section to improve locality with additional upside that it's...
by ratchetfreak
Thu Nov 29, 2018 2:11 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 25073

Re: Friday Facts #270 - HR Substation & Save/Load overview

On the other hand as shown by the save game size major parts of the save game are static data. So large parts of the save game would neither page fault nor copy anything. And for the rest so what if the game is slower? At least you could still play while it saves. OK. Saving in factorio is quite fa...
by ratchetfreak
Wed Nov 28, 2018 10:02 am
Forum: Outdated/Not implemented
Topic: Optimize Drone Movement
Replies: 58
Views: 15383

Re: Optimize Drone Movement

Bot's are not entirely inactive during flight. They need to update which chunk they are in. Which means removing themselves of the old chunk's entity list and adding themselves to the new one. This is to improve collision detection with them so biters can detect and attack them and players can inter...
by ratchetfreak
Tue Nov 20, 2018 11:55 am
Forum: Ideas and Suggestions
Topic: Another idea for rail curves
Replies: 22
Views: 3428

Re: Another idea for rail curves

darkfrei wrote:
Mon Nov 19, 2018 8:12 pm

No, just short lines, that can be placed out-of-grid and connected together.
what about the ties and gravel bedding. those are not as simple as bezier
by ratchetfreak
Mon Nov 19, 2018 12:50 pm
Forum: Gameplay Help
Topic: connect circuits
Replies: 5
Views: 1083

Re: connect circuits

it's simpler to keep the oil train at the place with the full tanks using the send to train option in the station and circuit condition in the train's schedule.
by ratchetfreak
Mon Nov 19, 2018 12:34 pm
Forum: Ideas and Suggestions
Topic: Recycle/Repurpose excess Items
Replies: 3
Views: 764

Re: Recycle/Repurpose excess Items

barrels, steel furnaces and iron chests are about the only mass produced thing that you cannot recycle actually IIRC. Wooden items can be burnt in a furnace/boiler as fuel. Steel chests can be turned into logistics chests. Fish can be eaten to recover health. For the rest of the intermediate items y...
by ratchetfreak
Fri Nov 16, 2018 4:40 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 57460

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

The new belts looks really good, but this bothers me... Will entities fall off the ground at the end of a belt, as there are no shown "boundaries" to keep them on place? Yeah a barrier of some kind would make it immediately obvious that there is a stop there. It would make the belt end wi...
by ratchetfreak
Tue Nov 13, 2018 5:01 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 30175

Re: Friday Facts #268 - The modern Biter

I think that particular part of their lifecycle has been slaughtered on the sacrificial altar in honor of his majesty Yuu Peyes the Alaccellerating. Of course would AI cost CPU time - but AI is relatively easy to parallelize and Factorio can't currently fully utilize 8 hyperthreads / 4 cores (wich ...
by ratchetfreak
Tue Nov 06, 2018 1:44 pm
Forum: Modding interface requests
Topic: Runtime alteration of player mining/crafting categories.
Replies: 7
Views: 1970

Re: Runtime alteration of player mining/crafting categories.

There is also the option to put it in the force. Makes it easier to make it research adjustable. Power armor based tweaking would also be nice.

Go to advanced search