Search found 94 matches

by Nemo4809
Tue Feb 25, 2020 6:24 pm
Forum: Gameplay Help
Topic: Drone stuck in loop.
Replies: 5
Views: 1390

Drone stuck in loop.

It flies towards the ocean, run out of power, returns to the nearest roboport, then zips off towards the ocean again. Rinse and repeat.

Any idea how to stop it?

Edit: Never mind, I managed to right click it out of the air. Devs should consider fixing up bot AI so that doesn't happen.
by Nemo4809
Sun Feb 23, 2020 10:05 pm
Forum: Ideas and Suggestions
Topic: New Quickbar
Replies: 19
Views: 5165

Re: New Quickbar

IMHO they should just make the quick bar like World of Warcraft’s.

Just about everyone figures it out pretty quickly.
by Nemo4809
Sat Feb 22, 2020 12:37 am
Forum: Ideas and Suggestions
Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
Replies: 57
Views: 18943

Re: Option for disabling artillery auto target

Artillery shells do not stack, so take up valuable inventory slots individually when transporting them to remote firing positions. That is something that the player has to work around, but as @netmand points out, it then becomes tempting to use the 100 unit capability of the artillery wagon for tra...
by Nemo4809
Fri Feb 21, 2020 7:16 am
Forum: Outdated/Not implemented
Topic: [0.17.79] Please please please let electric poles be rotated
Replies: 34
Views: 7320

Re: [0.17.79] Please please please let electric poles be rotated

Maybe someone can make a mod to turn off the default wire graphics and replace them with simple, straight, and grid aligned (at least the end points) wires that sort of float over the game in a UI fashion. I can’t be the only one who has trouble seeing what connects to what with the wire jungle, rig...
by Nemo4809
Fri Feb 21, 2020 7:07 am
Forum: Gameplay Help
Topic: Nuclear power/ Steam Turbine Power Issues
Replies: 7
Views: 1640

Re: Nuclear power/ Steam Turbine Power Issues

Serenity wrote:
Thu Feb 20, 2020 12:15 pm
That's how all power in the game works. The regular coal powered steam plants aren't any different
Except when using nuclear fuel cells. Once’s it’s going, it will continue going until the cell is exhausted. Heat generated that’s not consumed is just wasted.
by Nemo4809
Fri Feb 21, 2020 7:01 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 202349

Re: Parrallel processing in games & applications

For example space and bracket parsing was done with unconditional commands like AND/OR/Shift logic. With enough bit banging, direct statements can behave in conditional ways I guess. Then they started going into the weird commands, for example there are instructions that can do multiple additions i...
by Nemo4809
Thu Feb 20, 2020 5:33 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 202349

Re: Parrallel processing in games & applications

But doing array iteration is massively faster than waiting on a L3 cache miss that your linked list will give you. To the point where you can probably skip a handful of entities with a if(!awake) return; before you get enough slowdown from needing to skip them. Of course this is something that need...
by Nemo4809
Thu Feb 20, 2020 11:55 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 202349

Re: Parrallel processing in games & applications

Put the inserters into an array and you remove the latency for looking up the next pointer. This then also allows splitting the array into threads (provided you do a few other things to make that possible too) I think part of the complication is the skipping of processing certain entities - an opti...
by Nemo4809
Thu Feb 20, 2020 11:17 am
Forum: Gameplay Help
Topic: Battle is frustrating
Replies: 17
Views: 4216

Re: Battle is frustrating

The artillery is weird. It doesn't lob. It just shoots straight across and hits anything in the way like a tree or a bug which wastes the ammo if you want a nest. Works fine for me. Anytime there is nest or worm within its automatic firing range, it lobs a shell over to kill it. I never had it miss...
by Nemo4809
Wed Feb 19, 2020 5:15 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 202349

Re: Parrallel processing in games & applications

Each entity would also have an old-state and next-state. In each phase the next-state is computed from old-state and at the end you switch the two for the next phase. I have toyed with this idea as a thought experiment ... and concluded it doesn't work out in practice. e.g. 2 mobs. Each has a threa...
by Nemo4809
Tue Feb 18, 2020 1:21 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 202349

Re: Multithreaded performance

But that's what the devs are claiming. That the memory bandwidth simply isn't there to make multiple threads useful. And this pretty clearly proves them wrong. It seems to be more a problem with latency. That's where threads and hyper threads would really help. Don't think they ever said that. I do...
by Nemo4809
Mon Feb 17, 2020 11:52 am
Forum: Gameplay Help
Topic: Why does the train crash?
Replies: 55
Views: 12104

Re: Why does the train crash?

Why does the train crash? Because of the deliberate exception that was added quite some time ago to prevent subtle deadlock situations occurring, as opposed to the more obvious "this train does not fit this track layout" I kind of see it as "because the tool provide by the game to pr...
by Nemo4809
Mon Feb 17, 2020 11:45 am
Forum: Gameplay Help
Topic: Why does the train crash?
Replies: 55
Views: 12104

Re: Why does the train crash?

Exactly. There is nothing in Factorio that prevents you from shooting yourself in the foot. Except the point of signals is to prevent collisions and deadlocks - if used properly. They give you the tools to fix things ... except the tools didn’t work as expected because of an exception programmed in...
by Nemo4809
Mon Feb 17, 2020 11:35 am
Forum: Gameplay Help
Topic: Circuit network dualism
Replies: 11
Views: 2877

Re: Circuit network dualism

IF the game handled the wire colors separately then the GUI would say: Set Filter: [ ] No, [ ] from red, [ ] from green, [ ] sum of both. But normal entities simply summing up both wires is usually fine. What hinders is that combinators have no way to NOT do this. As for "Will need a more soph...
by Nemo4809
Mon Feb 17, 2020 11:02 am
Forum: Gameplay Help
Topic: Why does the train crash?
Replies: 55
Views: 12104

Re: Why does the train crash?

I'm less concerned with trains entering blocks they reserved. I mean why else would you reserve a block if you aren't allowed to enter it. I'm more concerned that trains are entering blocks that are occupied . For the purposes of this exercise, a reserved block and an occupied block are equivalent....
by Nemo4809
Mon Feb 17, 2020 2:25 am
Forum: Gameplay Help
Topic: Why does the train crash?
Replies: 55
Views: 12104

Re: Why does the train crash?

Assuming that the layout in the Op's post is for illustrative purposes, it can be simply fixed by increasing the size of the loop, or removing a cargo wagon. As for why it ignores itself at signals, we need to venture into more complex arrangements. Before the change - as explained in the linked bl...
by Nemo4809
Sun Feb 16, 2020 11:58 am
Forum: Ideas and Suggestions
Topic: Cliff explosives should undo placed landfill destroy ores
Replies: 14
Views: 5890

Re: Cliff explosives should undo placed landfill destroy ores

Removing landfill, thus land which has been player-placed, falls in the same category, even when it is not as dramatic. Still it opens easy-peasy defence build-up around a lake: build a street to the other side, build poles, maybe underground belts and roboports, and setup a defence + arty outpost ...
by Nemo4809
Sun Feb 16, 2020 6:02 am
Forum: Ideas and Suggestions
Topic: We need alien tech back!
Replies: 75
Views: 17254

Re: We need alien tech back!

Based on FFF #162 discussing their removal, So long and thanks for all the science Kovarex's playthrough of the current 0.15 has been continued in good form early this week, with him making the transition from a main bus to a station/outpost based factory. Feeding his factories growing thirst has m...
by Nemo4809
Sat Feb 15, 2020 5:33 pm
Forum: Gameplay Help
Topic: Why does the train crash?
Replies: 55
Views: 12104

Re: Why does the train crash?

Because there are legitimate reasons for a train to enter a block that's occupied by itself. Roundabouts being the obvious example. Now, here's where the design problem gets fun. In a real world scenario you don't want the trains ever colliding. For obvious reasons. So there'd be additional checks ...
by Nemo4809
Sat Feb 15, 2020 4:26 pm
Forum: Gameplay Help
Topic: Circuit network dualism
Replies: 11
Views: 2877

Re: Circuit network dualism

Hello, factorians. Recently I intuitively tried to do the following : sent content of Requester Chest into red network, do some math, set request filter to this Chest from green network. It took me a few seconds to realize why chest allows me to choose only 1 network behavior. My question is : why ...

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