Are you not using C++? YOu should be able to overwrite the allocator (new())?
Now, chunks - problematic.
But overwriting the allocator and redirecting it to "type specific" allocators (electricity, train, belts) should not be that complex.
Search found 186 matches
- Fri Nov 03, 2017 5:48 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44905
- Fri Oct 27, 2017 5:27 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 67355
Re: Friday Facts #214 - Concrete rendering
Ok, here is an idea.
GET RID OF THE GRASS ETC.
Not in general - but when I lay down concrete. I really hate that I have a large area of poured concrete (or set stone) and there are bushes around. Concrete and Stone should form a flat area without any decals from the original terrain.
GET RID OF THE GRASS ETC.
Not in general - but when I lay down concrete. I really hate that I have a large area of poured concrete (or set stone) and there are bushes around. Concrete and Stone should form a flat area without any decals from the original terrain.
- Sun Oct 08, 2017 6:49 am
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 33295
Re: Friday Facts #211 - The little things
I think the pollution color coding should be more of an exponential or logarithmic scale than the linear color scale. Right now the center of a big base is just a solid blob of max red, with a tiny ring of changing color and a huge spread of the thinnest color. A more inclusive scale might look bet...
- Fri Oct 06, 2017 3:50 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 33295
Re: Friday Facts #211 - The little things
We might either just not do it for pipes, use some special trick later, or wait until the fluid flow gets optimized. The optimizations would probably mean that the fluid control logic would be handled externally like belts, which might simplify things regarding the fake connections. I'd actually be...
- Mon Oct 02, 2017 10:12 am
- Forum: News
- Topic: Friday Facts #210 - Circuit connector module implementation
- Replies: 41
- Views: 22957
Re: Friday Facts #210 - Circuit connector module implementation
Pretty good stuff. Why is there a 6 on the lamp ? Is it modifiable ? (would work like a lamp with a decal on top of it to indicate a value) This is a code from the developer. The 6 stands for October 6th, which is the next FFF, which they will announce the release of .16. :D :D :D :D :D :D :D :D Ne...
- Sat Sep 23, 2017 8:10 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 56545
Re: Friday Facts #209 - Optimisation is a way of life
While we are at it - are you now testing and optimizing also against AMD Zen? They sell like crazy and we would not mind having Factorio properly optimized for them.
Talking from a 16 core ThreadRipper 1950x which is amazing in it's reserves.
Talking from a 16 core ThreadRipper 1950x which is amazing in it's reserves.
- Sat Sep 23, 2017 5:11 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 56545
Re: Friday Facts #209 - Optimisation is a way of life
I've been thinking about smoke. Is there any reason why smoke needs to be ticked at all? Just store a static list of smoke start location (x,y in chunk) and tick number that it was placed there (which could be as low as 4 bytes per entity). All the logic can be in the render function: smoke age = c...
- Wed Sep 20, 2017 7:36 am
- Forum: General discussion
- Topic: float point and why it is used in factorio
- Replies: 20
- Views: 7616
Re: float point and why it is used in factorio
A (single precision) float is 4 bytes, exactly as expensive to store as a int32. And in modern processors it has a lot of SIMD hardware dedicated to operating on it. Each operation is about as expensive as the equivalent int operation. And that is simply not true. Floating point operations are SIGN...
- Mon Sep 18, 2017 11:50 am
- Forum: General discussion
- Topic: Train pathfinder in-depth
- Replies: 5
- Views: 5127
Re: Train pathfinder in-depth
What about reducing the impact of a train IF IT IS MOVING. I mean, a train moving at full speed will not be there once the pathfinding train arrives. On top, I would ignore the impact of trains on the route after a certain distance. This is what my navi does - yes, traffic situation is important, bu...
- Mon Sep 18, 2017 7:33 am
- Forum: Gameplay Help
- Topic: stray trains
- Replies: 29
- Views: 9959
Re: stray trains
I have it permanently in 0.15. Just 15 minutes ago I was in a train that was doing two loops (of around 20 chunks each) until it finally decided it can head to the stop it was assigned to. Yu have to avoid every loop to not get this in more complex networks - trains will gladly take a 20 chunk detou...
- Thu Sep 14, 2017 4:33 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 203222
Re: Parrallel processing in games & applications
When construction robots place things they can cause the outpost to expand and potentially merge with adjacent outpost(s), if they place roboports they can cause two logistics networks to merge etc. The merge code needs to be deterministic across multiple machines, and the easiest way to achieve th...
- Tue Aug 22, 2017 1:23 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40152
Re: Friday Facts #204 - Another day, another optimisation
I had suspected for a while that the reason I could run somewhat larger factories at higher UPS than some other people was due to the large cache of the i7-980X processor I have (12MB), even though the actual performance falls quite far behind some of the more mainstream gaming processors like the ...
- Mon Aug 21, 2017 7:24 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40152
Re: Friday Facts #204 - Another day, another optimisation
Here's the same measurements from an somewhat older AMD A10-7850K: prefetch_amd_kaveri.png It's about twice as slow as the Skylake. Prefetching still helps very well, although not quite to the extent of current Intel architectures. I don't think the prefetching hint is as specific and uarch-depende...
- Sun Aug 20, 2017 5:54 am
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40152
Re: Friday Facts #204 - Another day, another optimisation
Can someone try that on a current ZEN core?Zulan wrote:Here's the same measurements from an somewhat older AMD A10-7850K:
- Sat Aug 12, 2017 5:27 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 71221
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Let's imagine the following scenario: Bots are removing/placing rails which changes the rail network causing rerouting. On your beefy 8-core machine the recalculation happens immediately, a train repaths and goes his merry way. A bot places another rail piece. On your friend's lowly 2-core machine,...
- Sat Aug 12, 2017 9:35 am
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 71221
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Decouple draw logic. It already is. Decouple routing decisions. Keep a separate path network (robots, TRAINS) and handle pathfinding on separate threads. Not feasible. Routes become invalid during game updates which means you can't calculate a path while the game updates. Routes also effect the cos...
- Fri Aug 11, 2017 5:25 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 71221
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Chests are fixed at last! This is great, I hate the ping-pong bots trying to resolve the requester/provider chest loops that also needed circuit control to stop them getting out of hand, and that was exactly the solution I wanted (stated elsewhere, but I'm almost certainly not the only person to su...
- Fri Aug 11, 2017 2:26 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 319909
Re: [MOD 0.13.17+] Rampant - 0.15.19
Update, crash.
"graphics/entities/chest/itemCOllectorOverlay2.5.pnk" sis too large (max 2048 px in either direction is allowed)
"graphics/entities/chest/itemCOllectorOverlay2.5.pnk" sis too large (max 2048 px in either direction is allowed)
- Thu Aug 03, 2017 11:03 am
- Forum: General discussion
- Topic: Rail Setup
- Replies: 2
- Views: 2240
Re: Rail Setup
Look at the logistics train network mod - that is amazing to get a fully automated dispatching system set up
- Mon Jul 24, 2017 2:47 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 37174
Re: [0.15] Teleportation
Anyone else lost the map markers in the last factorio update?
If you want to make something better - allow me to jump TO a location from the dialog that opens on a double click. Then I Can couble click on a beacon in the map and then click teleport
If you want to make something better - allow me to jump TO a location from the dialog that opens on a double click. Then I Can couble click on a beacon in the map and then click teleport