Search found 1507 matches

by ptx0
Wed Jul 07, 2021 12:38 pm
Forum: Duplicates
Topic: [1.1.35] Pipe to Ground overlaps with Locomotive Sprite on curved Rail
Replies: 3
Views: 1209

Re: [1.1.35] Pipe to Ground overlaps with Locomotive Sprite on curved Rail

It's the classic "2d sprites in a 3d perspective" problem. Other (quite old) examples: 48205 , 32552 Those are just two examples I found with a quick search (you could argue the one with the beacon got kind of fixed). I remember similar reports about trees and inserters. sounds like it's ...
by ptx0
Tue Jul 06, 2021 9:35 pm
Forum: Not a bug
Topic: [1.1.35] Linux - Lower FPS on Steam version than on non Steam version
Replies: 24
Views: 10130

Re: [1.1.35] Linux - Lower FPS on Steam version than on non Steam version

well thanks for running that, the results weren't what i observed. it looks like steam is garbage in more than one way :)
by ptx0
Mon Jul 05, 2021 1:10 pm
Forum: Not a bug
Topic: [1.1.35] Linux - Lower FPS on Steam version than on non Steam version
Replies: 24
Views: 10130

Re: [1.1.35] Linux - Lower FPS on Steam version than on non Steam version

if you want more info, you can use perf top

on Debian derivatives, sudo apt-get -y install perf-tools

on RH derivatives, sudo dnf install perf-tools

then run:

perf top

and if you want a more visual output, use a flame graph: https://www.brendangregg.com/FlameGraph ... raphs.html
by ptx0
Sun Jul 04, 2021 1:23 pm
Forum: Not a bug
Topic: [1.1.35] Linux - Lower FPS on Steam version than on non Steam version
Replies: 24
Views: 10130

Re: [1.1.35] Linux - Lower FPS on Steam version than on non Steam version

You can cut steam's overhead on the library page *a lot* by switching to small mode in the view menu. Wow, nice tip. :) Also quite strange the Non Steam version is has a non zero time for "Wait for Update" when Factorio's VSync was disabled in both versions and I passed "__GL_SYNC_TO...
by ptx0
Sun Jul 04, 2021 2:39 am
Forum: Not a bug
Topic: [1.1.35] Linux - Lower FPS on Steam version than on non Steam version
Replies: 24
Views: 10130

Re: [1.1.35] Linux - Lower FPS on Steam version than on non Steam version

it's just a factor of the steam web browser getting crazy and consuming CPU, which is why i switched from steam a couple years ago.
by ptx0
Sat Jul 03, 2021 7:17 pm
Forum: Won't fix.
Topic: [1.1.35] Massively scaled building mini-views cause huge performance hit.
Replies: 13
Views: 3692

Re: [1.1.35] Massively scaled building mini-views cause huge performance hit.

The ideal way to do any "large" entity is to do multiple smaller entities. That way any logic which interacts with "things around it" doesn't have to try to account for searching potentially several chunks when in 99%+ of the cases it will never find an entity in that area inter...
by ptx0
Sat Jul 03, 2021 4:19 pm
Forum: Pending
Topic: AGAIN cause your forums are broken
Replies: 2
Views: 1006

Re: AGAIN cause your forums are broken

this happens if you first detach the roboport from the main network, and then it's destroyed. any robots associated with that network will typically go off to find another network but sometimes i've had them wait forever and ignore all other charge stations until i replace that roboport and connect ...
by ptx0
Wed Jun 30, 2021 4:51 am
Forum: Outdated/Not implemented
Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
Replies: 9
Views: 2776

Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)

I'm certainly not expecting suggestions from random people such as myself to be implemented without consideration. There are already existing rules of very similar nature in existence, as I quoted, so the devs clearly believe this sort of thing is appropriate in general, and it is not impossible. I...
by ptx0
Mon Jun 28, 2021 2:45 pm
Forum: Outdated/Not implemented
Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
Replies: 9
Views: 2776

Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)

it might seem trivial to you and that this will resolve the issue, but there's probably side effects of making the change when you can simply not design rail this way and avoid the issue from the beginning
by ptx0
Mon Jun 28, 2021 12:13 pm
Forum: Bob's mods
Topic: [1.1] Bob's Greenhouse Mod: some thoughts
Replies: 2
Views: 1861

Re: [1.1] Bob's Greenhouse Mod: some thoughts

Imperio wrote:
Sun Jun 27, 2021 4:05 pm
Good mod! Some thoughts:
2. Any possibility to have the greenhouse suck up pollution when working?
the game supports pollution only modules. he could add slots that only accept those.
by ptx0
Sun Jun 27, 2021 2:34 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 68217

Re: Friday Facts #366 - The only way to go fast, is to go well!

in addition to increased compile time when tests are included (in C++ templates are recompiled for each (distinct) instantiation i don't see how this is an actual problem so long as one uses ccache zapcc, subsequent compilation times are substantially lower. https://news.ycombinator.com/item?id=173...
by ptx0
Sat Jun 26, 2021 2:42 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 68217

Re: Friday Facts #366 - The only way to go fast, is to go well!

Because it points to a problem, that two systems are so tightly connected to each other, that they are one big system. As far as I can see from @kovarex article, they still have a nice separation and layering. They just don't want to go for "true" unit testing due to overhead, probably. I...
by ptx0
Wed Jun 23, 2021 10:13 pm
Forum: Ideas and Suggestions
Topic: Restart - UI, same seed option
Replies: 2
Views: 923

Re: Restart - UI, same seed option

Mskvaer wrote:
Wed Jun 23, 2021 9:34 pm
TLDR
"Restart" with same seed (or not)
NewGame Plus mod can do this and more!
by ptx0
Sun Jun 20, 2021 5:17 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 68217

Re: Friday Facts #366 - The only way to go fast, is to go well!

In other words I refactor for clarity, not just because I can. Yep. That's the point. I understand why Robert attempts to find a formal, mechanical way to measure clarity. And it would be cool to make an IDE plugin which can take a pile of trash, apply some formal rules to it, and transform it into...
by ptx0
Sat Jun 19, 2021 9:20 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 68217

Re: Friday Facts #366 - The only way to go fast, is to go well!

refactoring is generally where you change the behaviour of the interface without modifying the interface itself and redesign would be when you change interfaces in a way that must be accounted for with backwards compatibility shims / warnings.. or immediate deprecation, depending on the level of exp...
by ptx0
Sat Jun 19, 2021 11:56 am
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 68217

Re: Friday Facts #366 - The only way to go fast, is to go well!

The dependencies aren't explicitly written down anywhere, they're just implicit in the order that tests are run. I've read that an advantage of randomized test order is it could reveal hidden inter-test dependencies (e.g. a later test doesn't set the test environment properly and "relies"...
by ptx0
Mon Jun 07, 2021 2:12 am
Forum: Balancing
Topic: Beacons and Level 3 Modules Unfun
Replies: 18
Views: 7592

Re: Beacons and Level 3 Modules Unfun

Image

i find higher tier buildings to be a pretty fun design challenge. if you're creative enough, you can find challenge anywhere. i make the simplest things in life more difficult all the time.
by ptx0
Wed Jun 02, 2021 10:17 pm
Forum: General discussion
Topic: Upgrading the old game assets in 0.6.4
Replies: 13
Views: 4528

Re: Upgrading the old game assets in 0.6.4

did you try Bash in WSL?
by ptx0
Mon May 31, 2021 2:50 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 245415

Re: Performance optimization - post your saves

jodokus31 wrote:
Sun May 30, 2021 7:18 pm
If the path finder can skip a whole rail contraption, because there is no simple way through it (excluding forwards and then backwards), it should save performance. Assuming the path finder does it, but i have no source or evidence for this...
the pathfinder is available on github

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