Search found 186 matches

by TheTom
Fri Nov 03, 2017 5:48 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 44905

Re: Friday Facts #215 - Multithreading issues

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.
by TheTom
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.
by TheTom
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...
by TheTom
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...
by TheTom
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...
by TheTom
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.
by TheTom
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...
by TheTom
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...
by TheTom
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...
by TheTom
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...
by TheTom
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...
by TheTom
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 ...
by TheTom
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...
by TheTom
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

Zulan wrote:Here's the same measurements from an somewhat older AMD A10-7850K:
Can someone try that on a current ZEN core?
by TheTom
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,...
by TheTom
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...
by TheTom
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...
by TheTom
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)
by TheTom
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 ;)
by TheTom
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 ;)

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