Friday Facts #271 - Fluid optimisations & GUI Style inspector

Regular reports on Factorio development.

Panderturtle
Burner Inserter
Burner Inserter
Posts: 11
Joined: Wed Dec 13, 2017 2:32 pm

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

Post by Panderturtle » Fri Nov 30, 2018 3:38 pm

I mean, the poster does not represent actual gameplay that makes sense, but this should propably be fixed:
(the cut off inserster "hand")
Attachments
Anmerkung 2018-11-30 163516.jpg
Anmerkung 2018-11-30 163516.jpg (14.81 KiB) Viewed 3421 times

ratchetfreak
Filter Inserter
Filter Inserter
Posts: 919
Joined: Sat May 23, 2015 12:10 pm

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

Post by ratchetfreak » Fri Nov 30, 2018 3:42 pm

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 parallelizeable.

trilader
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Nov 30, 2018 3:43 pm

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

Post by trilader » Fri Nov 30, 2018 3:45 pm

Also this gear on the belt is cut off.
cutoff_belt.png
cutoff_belt.png (488.77 KiB) Viewed 3375 times

Rseding91
Factorio Staff
Factorio Staff
Posts: 7975
Joined: Wed Jun 11, 2014 5:23 am

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

Post by Rseding91 » Fri Nov 30, 2018 3:52 pm

ratchetfreak wrote:
Fri Nov 30, 2018 3:42 pm
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 parallelizeable.
"slow" is relative. You can still run a 1000 science-per-minute base at 60 UPS without issues. As you can see in the benchmark graph the pooling didn't actually help anything. The other improvements to the logic flow is what helped.
If you want to get ahold of me I'm almost always on IRC and Discord.

User avatar
dog80
Fast Inserter
Fast Inserter
Posts: 155
Joined: Thu Dec 08, 2016 11:57 pm

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

Post by dog80 » Fri Nov 30, 2018 3:56 pm

the robots "working" on the assembler reminds me on starcraft svc's when they work at building sth - pretty cool

GuiltyBystander
Burner Inserter
Burner Inserter
Posts: 15
Joined: Sat Oct 01, 2016 12:53 am

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

Post by GuiltyBystander » Fri Nov 30, 2018 4:18 pm

How do you plan on handling fluid systems with more than one type of fluid in them? It'd be great if that was somehow prevented, but I've also seen some pretty cool systems that exploit a universal fluid system.

TreefrogGreaken
Inserter
Inserter
Posts: 32
Joined: Thu May 04, 2017 12:07 pm

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

Post by TreefrogGreaken » Fri Nov 30, 2018 4:23 pm

Look cool!

Obviously at the moment these are looking like back-end changes to the fluid mechanics.

Should we modders just keep an eye on the api for anything to with how entites are interacting with the new fluid system, I saw a few changes in the 0.17 api.

Ser_Optimus
Burner Inserter
Burner Inserter
Posts: 6
Joined: Mon Apr 16, 2018 9:38 am

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

Post by Ser_Optimus » Fri Nov 30, 2018 4:25 pm

Is it just me or are the HD textures getting more and more clean and the game's general look gets more and more cartoonish and colourful and away from its initial "used look"?

Amarula
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Fri Apr 27, 2018 1:29 pm

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

Post by Amarula » Fri Nov 30, 2018 4:28 pm

Thank you! I love how you take the time to share what is happening. The poster looks awesome, even if it is already revealing our group tendency to OCD ;-) Have a marvelous time at GDS 2018, wish I could be there to meet you. The fluid optimizations are clearly already showing worthwhile improvements, hurrah! Keep doing amazing things, counting down the days until 0.17 :D

User avatar
Brathahn
Long Handed Inserter
Long Handed Inserter
Posts: 66
Joined: Sat Aug 02, 2014 1:50 pm

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

Post by Brathahn » Fri Nov 30, 2018 4:37 pm

dog80 wrote:
Fri Nov 30, 2018 3:56 pm
the robots "working" on the assembler reminds me on starcraft svc's when they work at building sth - pretty cool
thats a furnace :D

User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 443
Joined: Sun Apr 10, 2016 8:31 pm

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

Post by Gergely » Fri Nov 30, 2018 4:39 pm

Is that finally a Wube software logo?

live22morrow
Long Handed Inserter
Long Handed Inserter
Posts: 64
Joined: Wed Nov 29, 2017 10:59 pm

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

Post by live22morrow » Fri Nov 30, 2018 5:06 pm

Clearly the moral of this story is that cache optimization makes everything better. Looking forward to 0.17.

glex
Factorio Staff
Factorio Staff
Posts: 52
Joined: Tue Apr 09, 2013 5:35 pm

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

Post by glex » Fri Nov 30, 2018 5:07 pm

Panderturtle wrote:
Fri Nov 30, 2018 3:38 pm
I mean, the poster does not represent actual gameplay that makes sense, but this should propably be fixed:
(the cut off inserster "hand")
Fixed, thanks for the hint.

dee-
Filter Inserter
Filter Inserter
Posts: 343
Joined: Mon Jan 19, 2015 9:21 am

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

Post by dee- » Fri Nov 30, 2018 5:18 pm

Ser_Optimus wrote:
Fri Nov 30, 2018 4:25 pm
Is it just me or are the HD textures getting more and more clean and the game's general look gets more and more cartoonish and colourful and away from its initial "used look"?
Agreed. Dieselpunk -> Comicpunk :(

Maybe some kind of additional "tint" could be selectable from the Options? Like "colorful", "normal", "dystopian", ...

ohmusama
Inserter
Inserter
Posts: 22
Joined: Sat Jan 14, 2017 2:05 am

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

Post by ohmusama » Fri Nov 30, 2018 5:24 pm

As someone playing FluidWorld, pipe optimizations are greatly welcome!

User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 1704
Joined: Sat Jun 11, 2016 6:41 am

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

Post by Optera » Fri Nov 30, 2018 5:48 pm

You find the cut off inserter hand and gear, but but don't think the long handed inserter is totally wrong?
It removes from the furnace and places into the arithmetic combinator.
My Mods:

pleegwat
Fast Inserter
Fast Inserter
Posts: 103
Joined: Fri May 19, 2017 7:31 pm

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

Post by pleegwat » Fri Nov 30, 2018 5:52 pm

Optera wrote:
Fri Nov 30, 2018 5:48 pm
You find the cut off inserter hand and gear, but but don't think the long handed inserter is totally wrong?
It removes from the furnace and places into the arithmetic combinator.
And the refinery input is connected to the input side of a pump, which is filled with lubricant, and that is fed into a heat exchanger.

And the output of the heat exchanger is linked to one of the refinery outputs, and nothing else.

User avatar
Wakaba-chan
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Mon May 30, 2016 6:39 am

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

Post by Wakaba-chan » Fri Nov 30, 2018 6:01 pm

dee- wrote:
Fri Nov 30, 2018 5:18 pm
Ser_Optimus wrote:
Fri Nov 30, 2018 4:25 pm
Is it just me or are the HD textures getting more and more clean and the game's general look gets more and more cartoonish and colourful and away from its initial "used look"?
Agreed. Dieselpunk -> Comicpunk :(

Maybe some kind of additional "tint" could be selectable from the Options? Like "colorful", "normal", "dystopian", ...
We need special "toyland" style like in OpenTTD. (joking) Actually I love the way graphical style of Factorio develops. It's still rusty enough. Also I love idea to make biters cuter (I noticed one at the bottom of picture). I believe if Factorio been made in Japan or Korea, that biters would be some extremely adorable thing you would definitely like to take home. With appropriate IRL plush merch, of course. Say, like beefalo from Don't Starve. I have one, it's so sweet.

User avatar
Mike5000
Inserter
Inserter
Posts: 39
Joined: Sun Mar 25, 2018 3:57 am

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

Post by Mike5000 » Fri Nov 30, 2018 6:12 pm

This is the kind of no-nonsense hard work that makes Factorio great. Thank you.

Post Reply

Return to “News”