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Moderator: ickputzdirwech
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That's still all calculation stuff, for double speed they move twice as fast. items on belts move twice as far, etc.ssilk wrote:The problem is the timing of all the moving stuff, like inserters, belts with gaps of items etc.
The second one forces a float type variable!ssilk wrote:Klonan, what is the difference between this two calculations:Code: Select all
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Surely there are some things that a mod wouldn't be able to do very well, EG, when it comes to reporting variables, if you half production speed, factories would report (Assuming something takes 5s normally) only a 2.5s time instead of the default 5s, when it still actually takes 5s to make, because the game speed is halved. Also liquids "Become unstable" and bounce back and forth along a pipe if you try to increase the flow beyond water defaults. And we also still have issues that with some mods, modules can increase some production cycles to and beyond 1 cycle per tick (and same again for productivity bonus), they still act strange when you're trying to make factories work that fast.Klonan wrote:I believe this is very possible,
And it is so much so that you only need to write a mod to do this,
Well, it sounds possible, I want to point out, that the game is then not the same anymore.bobingabout wrote:That's still all calculation stuff, for double speed they move twice as fast. items on belts move twice as far, etc.
I don't think its an issue... there are many many many mods which more than double the speed of things, belts, inserters, assembling machines, and they all work without issue, and this mod would just effectively be speeding everything up by a factor of 2. And besides, nobody expects it to be a perfect solution, but for the people who need it, those issues are completely minor.ssilk wrote:Well, it sounds possible, I want to point out, that the game is then not the same anymore.bobingabout wrote:That's still all calculation stuff, for double speed they move twice as fast. items on belts move twice as far, etc.
What I mean is: The game-physic changes more or less significantly.
For example:
Before: Items moves about 0.1 tiles per update
After: Items moves about 0.2 tiles per update.
When an item is only about 0.2 tiles long this is a significant change, which might lead to situations, where an inserter cannot fetch an item anymore.
But fetches without problem without the speedup. Or vice versa?
But yes, optimising is always fun just to prove myself that I can push it further
https://forums.factorio.com/forum/viewtop ... 39#p119139 Performance comparison for different computer setupsThere are still possibilities to make Factorio run MUCH faster than now. The question is, is it worth to spend time on it now? Are there more just then very few people building big enough factories? The time can be also spent on different kind of improvements and features.
But a game running at 30UPS across all clients will be guaranteed to be the same, just the same way any clients running at 60UPS will have the same game stateHanziQ wrote:If you ran the game for a minute in normal speed or 30s in double "speed", you wouldn't be guaranteed to end up in the same state.
Even worse if the item was moving 0.75 tiles per update at normal speed and then is moving 1.5 tiles with reduced update rate. Then it would skip some tiles. Afaik there was a problem with the trains moving very fast, that they sometimes skipped red signals.ssilk wrote:Well, it sounds possible, I want to point out, that the game is then not the same anymore.bobingabout wrote:That's still all calculation stuff, for double speed they move twice as fast. items on belts move twice as far, etc.
What I mean is: The game-physic changes more or less significantly.
For example:
Before: Items moves about 0.1 tiles per update
After: Items moves about 0.2 tiles per update.
When an item is only about 0.2 tiles long this is a significant change, which might lead to situations, where an inserter cannot fetch an item anymore.
But fetches without problem without the speedup. Or vice versa?