Search found 160 matches
- Thu Feb 02, 2017 12:39 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 203763
Re: Parrallel processing in games & applications
Hey guys, nice to see that you got a little past theory and turned to something real :D I believe your benchmarks are comparing meaningless things. It is too low-level. What I think you need to compare is the performance of accessing linked lists and arrays. Looking up elements of a linked list, esp...
- Thu Feb 02, 2017 12:21 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 94378
Re: Final (Maxed) Designs
Thank you <3
- Wed Feb 01, 2017 11:29 pm
- Forum: Combinator Creations
- Topic: Balanced Ordering Service
- Replies: 5
- Views: 3089
Re: Balanced Ordering Service
Interesting solution! :) Here's mine: https://s29.postimg.org/wuajj16rb/precise_requester.jpg The constant combinator above the steel chest is used to set the requested items. Can you figure out how it works? H4sIAAAAAAAA/91X246bMBD9lYjHCqqYkGyqrfsNVV9XFXLwZGMVbGqbaCOUf68NSxNuhlS7WalPKBnP+MyZmWObikU...
- Mon Jan 30, 2017 10:23 pm
- Forum: General discussion
- Topic: soo 0.15.
- Replies: 26
- Views: 9926
Re: soo 0.15.
Sorry my inner voice keeps repeating "don't feed the troll!".
- Mon Jan 30, 2017 9:34 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 94378
Re: Final (Maxed) Designs
Glad you agree, but it's your thread. I can't edit it. If you have already built your setups you could at least post blueprint strings so I or others wouldn't have to build it just to post blueprints..DerivePi wrote:Sounds good hansinator! You're hired
- Mon Jan 30, 2017 9:25 pm
- Forum: Show your Creations
- Topic: Flamethrower ammo setup - its own refinery
- Replies: 6
- Views: 7010
Re: Flamethrower ammo setup - its own refinery
Nice, but did you notice the "show your creations" sub-forum?
- Mon Jan 30, 2017 8:41 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 41571
Re: Friday Facts #175 - Programmable Speaker
Maybe, maybe not but the point I am making is that out of everything is speakers something that is Really Needed? Yes, it is really needed. Trust me! Boy are you getting on my nerves.. Your rants are all over the place. Don't you know when to stop? Hint: now is the time. Edit: I mean, look at it. Y...
- Mon Jan 30, 2017 8:38 pm
- Forum: Off topic
- Topic: Hello World!
- Replies: 7
- Views: 3464
Re: Hello World!
It is monday evening and we all have nothing better to do than hanging around in the Factorio forum I guess!
- Mon Jan 30, 2017 7:32 pm
- Forum: Not a bug
- Topic: Savegame taking as Excessively long time to load.
- Replies: 14
- Views: 4701
Re: Savegame taking as Excessively long time to load.
The current system exists as it does to allow electric poles to migrate size correctly when they're changed. I've looked into it and it's simply the massive increase in work that has to be done when you have something that large. You know I can't stop answering smart-ass suggestions if you keep the...
- Mon Jan 30, 2017 7:20 pm
- Forum: Technical Help
- Topic: Map download never finishes [14.5] headless windows
- Replies: 89
- Views: 59157
Re: Map download never finishes [14.5] headless windows
But really, I'm left wanting more. A workaround is just a workaround, not a proper solution. As a software developer myself, I expect the underlying APIs, frameworks, and yes - networks, to behave they way they are supposed to behave. So I would like to ask that you keep investigating your network ...
- Mon Jan 30, 2017 7:05 pm
- Forum: Not a bug
- Topic: Savegame taking as Excessively long time to load.
- Replies: 14
- Views: 4701
Re: Savegame taking as Excessively long time to load.
I've looked into it but except in these extreme cases it's plenty fast. The problem is by making a 100x100 pole you've increased the amount of work it has to do by a factor of 123. The largest pole in the base game is 9x9. I was thinking about a different approach than searching for poles, but it d...
- Mon Jan 30, 2017 6:52 pm
- Forum: General discussion
- Topic: soo 0.15.
- Replies: 26
- Views: 9926
Re: soo 0.15.
The only thing that really bugs me about performance is the autosave. With RAM speeds exceeding 50 GiB/s nowadays, why does it take several seconds to make a copy of the game-state to calculate a save from? From what I understand, autosave -pauses the game -creates a copy of the game-state -resumes...
- Mon Jan 30, 2017 6:36 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 94378
Re: Final (Maxed) Designs
Mhh that are some valid points you made there. The content of this thread is not bad at all, but the "how it is presented" could be improved, as some posts before already suggested. See, the CAD drawings are nice, but they are alienating to many players, I guess. Maybe you could add in-gam...
- Mon Jan 30, 2017 6:23 pm
- Forum: General discussion
- Topic: soo 0.15.
- Replies: 26
- Views: 9926
Re: soo 0.15.
Let's try sarcasm: Dear Sparkysam, you've bought that expensive CPU with so many cores and Factorio just won't make use of all the dollars you've paid. What a pity! The devs just ignore your right to performance that comes boxed with these kind of CPUs. You've got my sympathy to the fullest! Okay, e...
- Sun Jan 29, 2017 11:41 pm
- Forum: Not a bug
- Topic: Savegame taking as Excessively long time to load.
- Replies: 14
- Views: 4701
Re: Savegame taking as Excessively long time to load.
You're using a mod that makes a 100x100 area electric pole. That causes a massive slowdown in how electric networks are loaded in that every single electric pole and every single entity that can connect to power on load now has to search a 100x100 area around itself to see if there's a pole it shou...
- Sun Jan 29, 2017 10:53 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 41571
Re: Friday Facts #175 - Programmable Speaker
I saw a question why the fluid flow of a pump could be interesting in Twinsens long circuit network list screenshot. I once thought it might be useful in this application where it would've been nice to know when a pipe is empty: viewtopic.php?f=8&t=35683
- Sun Jan 29, 2017 10:25 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 94378
Re: Final (Maxed) Designs
Why is this topic even sticky? There are still no blueprints, just awkward CAD drawings and frankly the designs from vanattefeldt for example are even more "maxed" out.
- Sun Jan 29, 2017 4:02 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 65457
Re: Demand rebalancer/inverse rebalancer
Now I'm a little excited. My design is much better. This one only distributes the even inputs to the even outputs and the odd inputs to the odd outputs. Look how easy it was to clog it. Yes the 2-belt version is not perfect under all circumstances, but the 1-belt version truly is. The 2-belt versio...
- Fri Jan 27, 2017 11:30 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 65457
Re: Demand rebalancer/inverse rebalancer
These are the best lane re-balancers I know of. They always take balanced from the input lanes. Found here: https://imgur.com/a/sgAsj#lsEagUO
- Fri Jan 27, 2017 8:35 pm
- Forum: Technical Help
- Topic: Map download never finishes [14.5] headless windows
- Replies: 89
- Views: 59157
Re: Map download never finishes [14.5] headless windows
Hi, I read about this in the FFF. Given that the 5-byte packet that Twinsen posted on Stackexchange is being dropped I doubt that it is any intentional filtering. If it was, the structure that is filtered must be something like 0[C|D]xxxx0000. To me this looks too generic. As for calling Comcast and...