Friday Facts #335 - Scenario changes, Damage effect filtering
Posted: Fri Feb 21, 2020 2:53 pm
www.factorio.com
https://forums.factorio.com/
That has already been severely optimized. The fact it works at all now instead of just locking up the game shows that. Unfortunately that's just a numbers thing; biters moving is slow and will always be slow. There's nothing that can be done about that. Shooting at a massive amount of them causing them all to run at 1 point just takes a lot of CPU time.Henry Loenwind wrote: Fri Feb 21, 2020 3:11 pm While you're optimising things, may I remind you that researching an arty range upgrade is still a great way to have your game grind to a halt? Even placing a new arty 2 roboport ranges forward from your existing arties is enough to take a lengthy coffee break.
I actually wouldn't want that. It would be yet another item that doesn't add value to the game outside of ascetics. I think colored concrete is much better suited to being put into a mod, so the mod developer can decide how they want to handle it.steinio wrote: Fri Feb 21, 2020 3:05 pm Why not just add the colored concrete to the base game, please? This step shouldn't take that much coding time but let us make the base a bit lesser grayish.
Maybe it would make sense to apply the increase over time, so the newly angered biters have a chance to die. But I'm not sure if this can be balanced in a way to actually work well enough. A dirty cheat could be to prevent arties from firing into sleeping biters while there are more than x biters moving on the map already. Or to simply disable auto-firing while there's an UPS slowdown and biter movement makes up a more than a certain percentage of the UPS.Rseding91 wrote: Fri Feb 21, 2020 3:19 pm That has already been severely optimized. The fact it works at all now instead of just locking up the game shows that. Unfortunately that's just a numbers thing; biters moving is slow and will always be slow. There's nothing that can be done about that. Shooting at a massive amount of them causing them all to run at 1 point just takes a lot of CPU time.
We already do logic like that for construction robots and get complaints about them all the time when people build crazy amounts of things at once. There's no solution so we just leave it as is.Henry Loenwind wrote: Fri Feb 21, 2020 3:59 pmMaybe it would make sense to apply the increase over time, so the newly angered biters have a chance to die. But I'm not sure if this can be balanced in a way to actually work well enough. A dirty cheat could be to prevent arties from firing into sleeping biters while there are more than x biters moving on the map already. Or to simply disable auto-firing while there's an UPS slowdown and biter movement makes up a more than a certain percentage of the UPS.Rseding91 wrote: Fri Feb 21, 2020 3:19 pm That has already been severely optimized. The fact it works at all now instead of just locking up the game shows that. Unfortunately that's just a numbers thing; biters moving is slow and will always be slow. There's nothing that can be done about that. Shooting at a massive amount of them causing them all to run at 1 point just takes a lot of CPU time.
Sorry, just throwing around random ideas...
I would just make it like hazard concrete rotation. Except probably a different option because blueprint rotation would alter the colors. No need for more items, but allows for asthetic changes.bman212121 wrote: Fri Feb 21, 2020 3:54 pmI actually wouldn't want that. It would be yet another item that doesn't add value to the game outside of ascetics. I think colored concrete is much better suited to being put into a mod, so the mod developer can decide how they want to handle it.steinio wrote: Fri Feb 21, 2020 3:05 pm Why not just add the colored concrete to the base game, please? This step shouldn't take that much coding time but let us make the base a bit lesser grayish.
For instance, you'd probably need to put that behind a tech upgrade, so there's another unlock in the tree. Then you need to decide if you want to change the recipes for each color. It would be a bit lame if you can magically make all color types of concrete without having to change the recipe. The base game doesn't really have anything obvious for this, where other mods might have colored items in them already. (Geodes come to mind)
Then the 3rd problem is how does it clash with game items. Does blue concrete work with a blue factory on it? Is it too hard to see? Does blue belts cause the same issue? So there are a lot more things that could cascade of out simply adding the item into the game.
yep, it's called batching, and they refuse to do it.0111narwhalz wrote: Fri Feb 21, 2020 5:19 pm This would probably not help much overall, but maybe you could spread out the arty-aggro'd biter pathing across multiple updates in a wave? The cost of checking whether each biter is within the appropriate range may still be significant, but it's probably less than the cost of actually doing the pathfind all at once. Wouldn't scale great with lots of turrets, I guess.
It could be interesting if biter reaction times were limited to the speed of sound or something.
We already do it: https://factorio.com/blog/post/fff-317 and wayyyy moree.
yeah, it's much better in .18.x but still, firing 7 nukes into a vanilla mega nest is a good way to drop FPS to 0. any fewer nukes and we die instead.Rseding91 wrote: Fri Feb 21, 2020 5:34 pmWe already do it: https://factorio.com/blog/post/fff-317 and wayyyy moree.
That has nothing to do with biter path finding, artillery, or biter movement. You seem to just want to complain.ptx0 wrote: Fri Feb 21, 2020 5:37 pm yeah, it's much better in .18.x but still, firing 7 nukes into a vanilla mega nest is a good way to drop FPS to 0. any fewer nukes and we die instead.
At 60TPS you won't notice a difference.Ubertwink wrote: Fri Feb 21, 2020 5:37 pm To be honest, I am a big fan of DoT being applied every game tick, which makes it feel much more natural. I do understant that it comes at a perfornance cost, but it's a big "feels good" moment.
you seem to have woken up on the wrong side of the bed today.Rseding91 wrote: Fri Feb 21, 2020 5:39 pmThat has nothing to do with biter path finding, artillery, or biter movement. You seem to just want to complain.ptx0 wrote: Fri Feb 21, 2020 5:37 pm yeah, it's much better in .18.x but still, firing 7 nukes into a vanilla mega nest is a good way to drop FPS to 0. any fewer nukes and we die instead.
Maybe you can make your own game and show us how to do it properly?
I don't think Rseding was the person who woke up pissed.