Friday Facts #415 - Fix, Improve, Optimize

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Friday Facts #415 - Fix, Improve, Optimize

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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by SnowZyDe »

Omg
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by BlacKcuD »

very very nice. I like that 2.0 and the expansion pack address many issues that my team regularly faces on modded multiplayer maps. Can't wait!
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by husnikadam »

We can finally place huge blueprints and still be able to use personal roboports such that we don't wait for personal bots to realise that they can build stuff. What a dream come true!
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by Justderpingalong »

Being 'the slow player' in a SE run with friends I feel incredibly called out by the 'auto pause whilst player is joining' function... however I do very much appreciate it.
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by aka13 »

Ooooh exciting, large-scale-construction will be way faster!!
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by Terrahertz »

That first bug sound as strange as I imagine all remaining bugs in the game are. Good Job finding it :D

So now I can actually see how many entities are missing in my current consturction in total? :shock: Amazing!
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by AntiElitz »

Thanks Rseding, that bot queue issues where really a thing that bugged me for a decade now and I love that you could put an end to this! 10/10 FFF
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by jamaicancastle »

husnikadam wrote: Fri Jun 14, 2024 11:11 am We can finally place huge blueprints and still be able to use personal roboports such that we don't wait for personal bots to realise that they can build stuff. What a dream come true!
Not sure if you saw FFF #374 from last September, but it seems to be for you!
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by Stalinlover22 »

It´s good to know you´re improving the base game! Great job as usual.
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by pcfx »

Will the bot code update also change the behavior where you place a big blueprint and some of it gets assigned to the logistics network, while some of it gets placed by the personal roboport?
I don't know if I would call that a bug, but it certainly feels weird.

I could imagine that the sped up bot assignment would make it feel less weird if all the tasks just get "instantly" assigned a bot, so there isn't as much friction in waiting for the network to catch up.

What even is the expected behavior here? Everything the bot net can do it will, everything else goes to the personal roboport? The other way around? Random assignment of tasks?
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by mmmPI »

It's a bit early to report if the change in the bot logic makes it absolutely foolproof, but the figures if i understand them means it will be much harder to shoot oneself on the foot with no downside. I will try to do so in time though just to make sure the safety works as advertised eh :twisted: I hope i will have nothing to report, but even in such case, i would be confident that it would be appreciated to its value given the visible care given to player feedback for things that are "hard" to track and require reproducing various sets of old and new computers to debug^^

I like the auto-pause feature for server host as an option and also the fix for the game that could be running while a player was still loading in MP, small things, but can avoid a frustration spike every now and then :)
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by zhonbi »

Lots of times I'll place a blueprint down next to me, and it takes a while for my personal bots to realize they're the closest. Hopefully this fixes the issue, but if it doesn't, could you set robots in personal equipment grids (i.e., Players, Spiders) to be checked first? Generally if i place a blueprint next to me, I want my personal bots to place it, and place it immediately. But if i place a giant solar farm 1,000 kilometers away, i don't care if there's a 10 second delay until the robots start to place it.
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by Loewchen »

pcfx wrote: Fri Jun 14, 2024 11:52 am Will the bot code update also change the behavior where you place a big blueprint and some of it gets assigned to the logistics network, while some of it gets placed by the personal roboport?
No, this does though: FFF #374
pcfx wrote: Fri Jun 14, 2024 11:52 am What even is the expected behavior here?
Simple, the closest free bot got the job.
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by thedoh »

Image

I am excited beyond words for 2.0.
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by Ghoulish »

Roll on 2.0 !
See the daily™ struggles with my Factory! :D https://www.twitch.tv/repetitivebeats
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by Mithaldu »

it's really frustrating to see straight-up bugfixes that sound like they would easily apply to factorio v1, being limited to v2
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by gnutrino »

If I'm reading the bot code update right did they just re-invent a form of RTree?
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by Mooncat »

When I see O(Roboport-Count), I know it is nasty. It's good that you have finally reduced it to O(log N). Kind of reminds me of fff-317.
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Re: Friday Facts #415 - Fix, Improve, Optimize

Post by gGeorg »

Nice to see an improvement.
However, the main article - "Faster construction robot tasks" finished somewhat early. Missing the thinking process, mistakes on the road, all the fun to take to destination is missing. Worst FFF in years, really.

Famous drawing lesson. Do you know how to draw an owl in 3 steps for beginners ?
1. make sure you use a comfy chair
2. make sure you use a set of sharp pencils of various colours
3. draw the owl

BTW: What about a fluid system, do you have another O(logN) surprise ?
Last edited by gGeorg on Fri Jun 14, 2024 1:18 pm, edited 1 time in total.
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