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The remark in the form of / describes the station state. The aim with this tab was to try to present the information about the train limit of each station in some easy to digest way. Since the stations tab is completely new, there are no changes that people can disagree with it. The original Trains GUI was added in 0.13, and only had cosmetic changes all the way to 1.1.0. New Train Overview GUI Klonan The beginning
Factorio friday facts update#
With the wakeup lists and other similar cases handled properly, I started comparing some belt based megabases which are capable of producing 10k science per minute and I noticed that transport belt update times dropped from 4ms to 1.6ms which in total update time gives between 20 to 40% overall performance gain. After all threads are done, the main thread collects and merges all those requests, and wakes up the entities in a deterministic way based on the group update order number. To solve this, when working, the threads don't wake the entities immediately, but instead add the wakeup requests to a list to be processed later. If Inserters would activate in a different order, desyncs would happen. Transport lines cannot simply wakeup that inserter, because it could be woken up by another thread, and activation order is important as it also defines the order in which Inserters will be updated. In that case, the inserter becomes the shared state for both groups and has to be properly dealt with. Since the 2 transport lines going through a single belt can belong to different groups, those groups are not independent because both could try to wakeup/put to sleep the same inserter. In this case, the Inserter registers on the transport lines so that when a new item comes to it, it can be woken up to check if it needs to pick up any items. An inactive inserter would be stuck on its own in that position if there would not be any way to wake it up. We have a sleep/wakeup mechanism in the game since version 0.9 and it goes like this: Inserters taking from belts may become inactive when there is nothing happening on both transport lines to save UPS. While groups merging has to be done immediately (having multiple groups being able to interact with each other would create race conditions), splitting does not.īy far the largest issue we faced was that the transport lines aren't entirely independent. The opposite is also true: the player is able to remove some connections making the group contain multiple components which can be extracted to separate groups. Maintaining those groups in itself was a challenge: when a player builds or rotates a transport belt, underground belt, or splitter, transport lines will change their connections and some groups may now be connected, and they need to be merged. So he decided to just add it, and prevented the flip problems by just disallowing flipping blueprints that wouldn't flip properly. Due to these asymmetries, if you flipped a blueprint with these entities, the result would be non-functional in the best case, and cause complete chaos in others.īut then kovarex was playing and really really wanted to just copy and flip his train unloading setup (just your typical Inserters, chests, and belts). The reason being, well not everything can flip, things like oil recipes, rail signals, pumpjacks etc. It was requested a lot over the years, and we always said no. More about that next week!įor now, we want to go over some of the features of the 1.1 that you might have missed until now if you've been sticking with stable 1.0. Its like cleaning the kitchen properly, so you can start cooking something fresh. So I'm pretty thrilled to finally get to the point, where we actually have 0 known issues and 0 active bug reports on the forums. But it proved to be a mistake wording it this way, since some media picked up on it and presented it as a "fairly bugged release".
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In other words, it was quite reasonably stable, which normally goes without saying when it comes to Factorio stable versions. These were obviously minor issues, things hard to reproduce or very rare problems. When we were releasing the 1.0 FFF-360, we actually stated that there were "around 150 bugs on the forums and around 80 internal tasks to be solved".