Friday Facts #299 - Everything is more complex than expected
Posted: Fri Jun 14, 2019 2:05 pm
www.factorio.com
https://forums.factorio.com/
The graph shows total crash reportsGergely wrote: Fri Jun 14, 2019 2:12 pm Wait are you talking train crashes or game crashes?
Which of them is shown in the diagram?
Because it needs to reserve block 2 for the front before the rear has left block 2. Reservations account for breaking distance not only actually position as well.Riktol wrote: Fri Jun 14, 2019 2:19 pm why can't you limit a train to reserving each block once? The train enters block 3 and removes the reservation on block 2, then reserves block 2 again?
Amen.Tempest_D wrote: Fri Jun 14, 2019 3:28 pm As someone who has worked on and around railroads for most of my life; The way you had it was the "correct" way to do it. The "error" you're trying to fix is due to poor track signal design and not due to a programming error or deficiency in the game. That's a problem that would be seen in the real world.
Personally, it looks like you're dumbing down of one of the challenges of the game to set up railroads for efficient and desired operations.
Also setting up the game to use more CPU time and memory that is really necessary, which is OK for small factories. I'd be interested to see what happens to the game performance of some of the mega factories that have been built with extensive railroad supply systems.
While I agree that logic like this is not worth fixing because most of the problem is in track signal design, it is also worth noting that this so-called "poor track signal design" can cause desyncs which are very certainly bugs in the game. This quote above is also (probably) an example of people thinking it's supposed to be their fault, not the game's. It is definitely a good idea to fix this problem instead of dismissing it as the player's fault. Desyncs or other forms of crashes are always on the game. Never on the player.Optera wrote: Fri Jun 14, 2019 3:40 pmAmen.Tempest_D wrote: Fri Jun 14, 2019 3:28 pm As someone who has worked on and around railroads for most of my life; The way you had it was the "correct" way to do it. The "error" you're trying to fix is due to poor track signal design and not due to a programming error or deficiency in the game. That's a problem that would be seen in the real world.
Personally, it looks like you're dumbing down of one of the challenges of the game to set up railroads for efficient and desired operations.
Also setting up the game to use more CPU time and memory that is really necessary, which is OK for small factories. I'd be interested to see what happens to the game performance of some of the mega factories that have been built with extensive railroad supply systems.
Never accommodate code to mimic the faulty use scenarios you see. Teach people to use things right.... that kinda sounds more like Apple's "you're using it wrong" than i'd like but it holds true here.
They've already fixed it for .50XBBX wrote: Fri Jun 14, 2019 4:14 pm in case you guys missed train related bug from reddit
https://www.reddit.com/r/factorio/comme ... on_design/
obviously why i was thinking it's not fixed yet bugs hare disappear fastMasterBuilder wrote: Fri Jun 14, 2019 4:24 pmThey've already fixed it for .50XBBX wrote: Fri Jun 14, 2019 4:14 pm in case you guys missed train related bug from reddit
https://www.reddit.com/r/factorio/comme ... on_design/
viewtopic.php?f=30&t=71990
Mipmapping has been in the game for quite some time.Raiguard wrote: Fri Jun 14, 2019 4:42 pm Anyway, I have a quick question: When the new resource icons were added, it appears as if you added the mipmaps for them as well. Does this mean that item mipmapping is already in the game, or are the icons just that way so when the mipmapping is added, you don't have to update the icons again?
In that case though, I'd expect the signal leaving block #3 to remain red. The train would either resume accelerating when its tail leaves block #2 for the first time (since it can re-reserve for its second entry into block #2), or it would deadlock if its tail was still in block #2.Tempest_D wrote: Fri Jun 14, 2019 3:28 pm As someone who has worked on and around railroads for most of my life; The way you had it was the "correct" way to do it. The "error" you're trying to fix is due to poor track signal design and not due to a programming error or deficiency in the game. That's a problem that would be seen in the real world.
Personally, it looks like you're dumbing down of one of the challenges of the game to set up railroads for efficient and desired operations.
Also setting up the game to use more CPU time and memory that is really necessary, which is OK for small factories. I'd be interested to see what happens to the game performance of some of the mega factories that have been built with extensive railroad supply systems.