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by ratchetfreak
Fri Jun 01, 2018 9:19 am
Forum: Releases
Topic: Version 0.16.47
Replies: 69
Views: 25478

Re: Version 0.16.47

Or the "system path" is really the installation directory, this is often the steam library which is itself somewhere in C:\users\accountName\ or it's in another directory in there when manually unpacked.
by ratchetfreak
Thu May 31, 2018 12:20 pm
Forum: General discussion
Topic: efficiency of dragon's teeth on biters
Replies: 32
Views: 11330

Re: efficiency of dragon's teeth on biters

I feared that vector field might eat ram like chrome on steroids. Damn deterministic kraken, screwing up our multiplayer games. :D Not really it's a float per tile or chunk, noticeable but not all that much, however the entire map needs to be kept up to date which is the true cost of that technique.
by ratchetfreak
Thu May 31, 2018 11:45 am
Forum: General discussion
Topic: efficiency of dragon's teeth on biters
Replies: 32
Views: 11330

Re: efficiency of dragon's teeth on biters

How about using multithreaded A*? What about JPS? Vector field pathfinding? Man making games is hard and complex! Multi threading will jeopardize determinism. Either by changing at which frame the path becomes known or which path from several equal cost paths are taken. Not to mention that multithr...
by ratchetfreak
Tue May 29, 2018 3:13 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 21629

Re: Friday Facts #244 - Localised plurals & Modernisation progress

and in future we would like to create Vulkan and Metal backends Oh there is no point in making a metal backend anymore, the authors of Vulkan (Khronos) made a metal/vulkan conversion library that let's vulkan run on metal (interestingly benchmarks show it to be faster than the equivalently written ...
by ratchetfreak
Mon May 28, 2018 12:17 pm
Forum: Railway Setups
Topic: Solar Railways
Replies: 7
Views: 5843

Re: Solar Railways

iceman_1212 wrote:
You can use the spoiler tag to insert blueprint strings

Code: Select all

 add a code block with [code] and 
to let people select all and copy[/code]
by ratchetfreak
Mon May 28, 2018 10:03 am
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 21629

Re: Friday Facts #244 - Localised plurals & Modernisation progress

and in future we would like to create Vulkan and Metal backends Oh there is no point in making a metal backend anymore, the authors of Vulkan (Khronos) made a metal/vulkan conversion library that let's vulkan run on metal (interestingly benchmarks show it to be faster than the equivalently written ...
by ratchetfreak
Wed May 09, 2018 3:26 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 30240

Re: Friday Facts #241 - New player experience

Here my feedback to the campaign/tutorial: (what I remeber from my own expeirence with it, was pre steam release): The part where you rebuild the partially destroyed factory was most usefull I think. This allowed to show me how it could be done and I used that help gladly and there were some "...
by ratchetfreak
Mon May 07, 2018 8:34 am
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 33429

Re: Friday Facts #230 - Engine modernisation

Well, this just dropped: https://www.khronos.org/news/press/vulkan-applications-enabled-on-apple-platforms One Vulkan Renderer is now sufficient for all three platforms.. There's no real benefit over glMultiDraw* family of functions, for the Factorio use-case. It's enough to use a GL 4.3+ core cont...
by ratchetfreak
Tue Apr 24, 2018 4:13 pm
Forum: Won't implement
Topic: Requesting O(1) lookup of entities by type or name
Replies: 9
Views: 1828

Re: Requesting O(1) lookup of entities by type or name

sticklord wrote:Isn't that what find_entities_filtered does? Goes through a list of all entities and returns all matching entities?
He wants that its performance is better when the filter includes type (or other specific properties).
by ratchetfreak
Sat Apr 14, 2018 10:41 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 38124

Re: Friday Facts #238 - The GUI update (Part II)

The queue and Queued state representations are a horrible design decision for various UX reasons: the words are far too similar which means that it's easy to misread the colors are also far too similar again leading to easy misreads, you had a paragraph about contrasts, apply what you preach everywh...
by ratchetfreak
Fri Mar 30, 2018 4:15 pm
Forum: News
Topic: Price change
Replies: 108
Views: 27697

Re: Price change

I've been curious about something, and this seems like the perfect place to ask it. Most games I see on the market retail for $x.99 in stead of the next highest dollar amount. (I'm working with US dollars here.) So a game priced like Factorio at the 20 dollar range would be sold at $19.99. Factorio...
by ratchetfreak
Mon Mar 26, 2018 1:27 pm
Forum: Gameplay Help
Topic: A Question About Storage Chests on a Network
Replies: 11
Views: 2542

Re: A Question About Storage Chests on a Network

I'm building a recycle system on my map. The short of it - when I trash something in my personal roboport, bots from the network take the trash to one of several recycle stations. When the storage chests at these stations reach a certain capacity, a train is triggered to come to the station, pick u...
by ratchetfreak
Mon Mar 26, 2018 9:15 am
Forum: Releases
Topic: Version 0.16.32
Replies: 21
Views: 13252

Re: Version 0.16.32

Also there is a standard for floating point numbers that dictate strict rounding rules and allow you to convert to decimal and back without any loss of precision. You just have to do it right and not simply cut of floats after 5 digits. Is there? I don't know if factorio really uses bare C++ floati...
by ratchetfreak
Fri Mar 23, 2018 9:04 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36925

Re: So... Let's talk about bots, and how to fix them properly...

Now at 50 tiles, you cut the distance of that 100 tile bus in half and put the belts you don't use anymore next to the part still being used and look at the throughput at 50 tiles. now you have a 8 belt bus 320 items per second For fucks sake, belts don't magically rebuild themselves if you make us...
by ratchetfreak
Thu Mar 22, 2018 2:00 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36925

Re: So... Let's talk about bots, and how to fix them properly...

If you have a 4 belt bus, okay? You have a 4 BELT BUS, OKAY? That's 160 items per seconds, yes? 160 items per second is the throughput on this 4 belt bus, understand? That bus is 100 tiles long, you got that? 4 belt bus, 100 tiles long, 160 items per second throughput. You with me so far? Now at 50...
by ratchetfreak
Thu Mar 22, 2018 12:52 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36925

Re: So... Let's talk about bots, and how to fix them properly...

dood wrote: Okay.
But you can then, after doubling your bots and ports, half the distance for twice the throughput and that's something belts can't do.
Correct?
no becasue if you put the 2 sections of belt next to each other you have double the throughput
by ratchetfreak
Thu Mar 22, 2018 12:07 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36925

Re: So... Let's talk about bots, and how to fix them properly...

apples to apples https://i.imgur.com/1cvE9sU.jp Eh, no Bots scale linearly to the distance, A bot's travel time is linear with the distance, So to have the same throughput over twice the distance you need twice as many bots (and twice as many robotports). You need to adjust the requesters to make s...
by ratchetfreak
Thu Mar 22, 2018 11:01 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36925

Re: So... Let's talk about bots, and how to fix them properly...

Bots do have a frontloaded ability to move items and then collect on charging stations. I'm not accounting for that because you can't keep a base going on a burst of bots. You can however make it as compact as possible. Which has a profound effect on the throughput of bots. Yes that also goes for s...
by ratchetfreak
Fri Mar 16, 2018 4:32 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36925

Re: So... Let's talk about bots, and how to fix them properly...

It needs several recharge cycles before charging queues are distributed enough. If you are experiencing charging queues you are doing something wrong in the first place... like not having enough roboports. I know that but that is not explained through gameplay and that is a big problem with the gam...
by ratchetfreak
Fri Mar 16, 2018 3:57 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36925

Re: So... Let's talk about bots, and how to fix them properly...

With sufficient roboports, that burst you mention becomes sustained. That's one of the things that causes an imbalance. The UX imbalance with bots is also import to fix IMO. It takes a very long time for a botnetwork to reach into the sustained throughput wall. It needs several recharge cycles befo...

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