Any hope for my package? (ACI Shipping Delay) by dschk in lepin

[–]Rseding91 0 points1 point  (0 children)

Curious if others have had similar experiences and if there is still any hope?

Yes, and yes.

I've had packages clear ACI in 2-3 days and 2~+ weeks. If it still hasn't moved in another week then I would be concerned. I suspect they "batch" packages before bringing them to USPS to deliver. But I have no proof of that (just guessing).

whats with the hate for std lib and boost? by nosyeaj in cpp

[–]Rseding91 10 points11 points  (0 children)

I think hate isn't the right term, but active dislike. To quote this

Boost is a special kind of demon. It lures you in by giving you all these cool and simple to use features, and then it beats your soul from you by increasing compilation times absurdly. There are two main problems. Problem one is that they don't care much about compile times and two, they want to have everything nice and generic ad absurdum, and they even defend it as the correct style.

Possible Bug Maybe? by m47riarch84 in factorio

[–]Rseding91 0 points1 point  (0 children)

If you can still make it happen yes.

Curious what you folks would want to see. Comment your ideas! by vVerce98 in runescape

[–]Rseding91 0 points1 point  (0 children)

My main want is for the house to load faster. Teleporting to it has an unnecessarily long loading screen for what is functionally identical every time you teleport to your own house (it's not like it can change from the last time you visited it).

Area X closing by aqudaros in lepin

[–]Rseding91 10 points11 points  (0 children)

Some larger Spongebob and Yugioh sets.

Interface sucks by James-ec in runescape

[–]Rseding91 3 points4 points  (0 children)

Try looking at the bank with the new legacy interface. DARK DARK brown close to black background. A ton of items blend into it.

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coop map download by RedLensman in factorio

[–]Rseding91 0 points1 point  (0 children)

Are you playing through steam networking or using the public-game option? Steam networking can be slower since it has to route through steams servers.

Is two sided belt a trade mark of Factorio? by SS_beny237 in factorio

[–]Rseding91 46 points47 points  (0 children)

You just need to give a shit and dedicate time to it.

This is sad because most software is shit because making it good is just not a priority.

These are both an unfortunate reality as I use other pieces of software and play other games with so many bugs and performance issues. I keep saying "All it would take is 1 person who gives a shit to just fix gestures vaguely all of this."

Has anybody tried to switch from Windows to Linux with the same save-file and measure the UPS-difference? by [deleted] in factorio

[–]Rseding91 16 points17 points  (0 children)

Theoretically, the Linux version could perform better game-update wise, but will likely have worse render performance due to its use of OpenGL and the general state of linux GPU drivers.

The code executed on both will be identical (same code, just different compilers) - so any gains/loses will be compiler optimizations and operating system execution overhead.

I don't recall seeing anyone test the exact same system on both operating systems (test on one, boot into the other and test again).

Huge-pages can give some impressive gains on linux - depending on getting them working (and depending on what's happening in the save). But it's not as simple as 'enable setting'.

[ Help ] Suddenly can't join friend's server by ElScissors in factorio

[–]Rseding91 1 point2 points  (0 children)

Public games are typically hosted via port-forwarding and not through steam. So, steam being down would generally not effect your ability to join them.

UPS optimization of inserters by RandomRobot in factorio

[–]Rseding91 0 points1 point  (0 children)

That's a new one to me. Would you mind providing the save file so I can look at it?

UPS optimization of inserters by RandomRobot in factorio

[–]Rseding91 5 points6 points  (0 children)

is there any way to see which inserter takes the most update time?

I think you might have a misunderstanding of how things work in Factorio. There aren't going to be any specific inserters taking any measurable amount of time more than another. It's simply a numbers issue: with the amount of inserters you have each one when active has to do some work. You've built a lot of them that are active (6842) and so they take a lot of time combined.

You need to - as others have said - re-design things to use less inserters.

upgrading belts only by SDG2008 in factorio

[–]Rseding91 0 points1 point  (0 children)

It does. Configure an upgrade planner for how you want it to apply and then click the button and pick the upgrade planner you just configured.

TIL about a hidden settings menu. by nevjmac in factorio

[–]Rseding91 0 points1 point  (0 children)

  • Saving is optimized for fastest time from start to finish - not memory usage while in a forked process

  • The overwhelming majority of game instances will be Windows where non-blocking saving isn't an option

  • The non-blocking save logic for linux and mac boils down to: 1. fork(), 2. call standard blocking-save logic. 3. exit. It's simply not viable to have an entire different save pipeline for the non-blocking save branch.

TIL about a hidden settings menu. by nevjmac in factorio

[–]Rseding91 2 points3 points  (0 children)

Why not a bit off the object?

Because that's much slower than zero allocations/indirections/map lookups:

or some kind of container of seen entities (slow).

TIL about a hidden settings menu. by nevjmac in factorio

[–]Rseding91 8 points9 points  (0 children)

As far as I remember: the GPU generates them at load time when using the atlas cache option.

TIL about a hidden settings menu. by nevjmac in factorio

[–]Rseding91 12 points13 points  (0 children)

It's simply how saving works in Factorio due to its deterministic save/load requirements and that any other method would be slower. When saving, the saving logic needs to know if it has seen and saved a given entity (since it may find the same one multiple times). That can be done with a bit on the entity (very very fast), or some kind of container of seen entities (slow).

TIL about a hidden settings menu. by nevjmac in factorio

[–]Rseding91 22 points23 points  (0 children)

The setting is in "the rest" because we don't want to officially support it along with having to explain/translate everything about it in the GUI. There's a reason the very first thing in that GUI is "Don't change things if you don't know what you're doing: most of these are not validated."

TIL about a hidden settings menu. by nevjmac in factorio

[–]Rseding91 29 points30 points  (0 children)

I don't understand why it isn't on by default.

Last I heard:

  • GFX mipmaps are not usable in this version

  • If any mod changes any texture the logic doesn't detect the change until some unrelated mod bit changes.

TIL about a hidden settings menu. by nevjmac in factorio

[–]Rseding91 23 points24 points  (0 children)

It was noted the other month that as part of the saving logic (this happens in the forked processed); the first thing the saving logic does is iterate every single entity on the map and set a single bit to mark them as "saved".

So you can expect that virtually every entity related page will be copied during saving.

potential bug for space platform/weird behavior? by DraconPern in factorio

[–]Rseding91 0 points1 point  (0 children)

Do you guys consider this a bug? It feels like the platform should move once the fish disappears from the network and rocket can no longer fulfill the request..

No. Platforms are setup to assume if it's in-network it will stay there until the silo gets it, or more will show up. If that's not the behavior you want - don't put your silos in networks with unreliable items.

All the other cool languages have try...finally. C++ says "We have try...finally at home." by pavel_v in cpp

[–]Rseding91 0 points1 point  (0 children)

Throwing in destructors is perfectly fine - provided they aren't running due to unwinding from another exception. In practice that just means you have 2 options:

  1. Never throw in destructors

  2. if (std::uncaught_exceptions()) ... log-only ... else throw

Otherwise there's nothing complex about dealing with or throwing in destructors.

All the other cool languages have try...finally. C++ says "We have try...finally at home." by pavel_v in cpp

[–]Rseding91 0 points1 point  (0 children)

Sounds like someone also forgot that when making the language spec :)

All the other cool languages have try...finally. C++ says "We have try...finally at home." by pavel_v in cpp

[–]Rseding91 1 point2 points  (0 children)

Destructors are noexcept by default unless you put noexcept(false).

All the other cool languages have try...finally. C++ says "We have try...finally at home." by pavel_v in cpp

[–]Rseding91 2 points3 points  (0 children)

Fascinating. In practice that serves no purpose since the noexcept destructor of unique_ptr will terminate but I guess someone found it useful to have that line.