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Re: Factorio Roadmap for 0.12 + 0.13

Posted: Wed Aug 05, 2015 4:52 am
by cpy
Will you introduce Lag Hiding 2.0 in 0.13? Like dynamic latency (delayed 10ms higher that slowest response time, can be evaluated every now and then). Better lag hiding for some stuff like working with boxes and inventories.

Speed improvement for scripts? Ability to run mod script in different thread if it's not game changing (ones that just display information) so we can squeeze more power out of mods.

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Wed Aug 05, 2015 8:48 am
by MasterBuilder
cpy wrote:Speed improvement for scripts? Ability to run mod script in different thread if it's not game changing (ones that just display information) so we can squeeze more power out of mods.
Multithreading in pure Lua is, as far as I know, not possible. Depending on how Factorio handles scripts it may be able to run the whole script on other threads but that still requires the entire modding API to be thread safe. (And since this will probably happen outside of the update thread how do you stop users from trying to use a function that changes the game state?)
Even if the mod is 'just displaying information' (and not changing the game state). It still has to get that info from the game state and the methods it uses must be made thread safe. Making things thread safe is more complicated than it sounds.
The real question is, how do you expose different threads to modders? Especially when the most likely need to be handled at the C/C++ level?

If your mod causing tick lag, change it to not run every tick. Or split the update into groups and run them on alternating ticks or something.

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Wed Aug 05, 2015 10:07 am
by ratchetfreak
The additional problem is deterimism.

Factorio's p2p multiplayer model requires that all clients do the same thing every time. Threads are just about the most non-deterministic thing to include in something like this.

The only option to include multithreading is to parallelize processing of entities' actions that don't need to know about anything but its own state or global read-only state.

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Wed Aug 05, 2015 9:03 pm
by MasterBuilder
ratchetfreak wrote:The additional problem is deterimism.

Factorio's p2p multiplayer model requires that all clients do the same thing every time. Threads are just about the most non-deterministic thing to include in something like this.

The only option to include multithreading is to parallelize processing of entities' actions that don't need to know about anything but its own state or global read-only state.
It's an interesting idea though, and the theory is to thread simple GUI mods that don't alter the game state. Like the resource monitor mod, it only collects data from the game state and presents that to the user; game state is unaffected.

It may be too complicated to implement in a reasonable way but, in theory, it's doable.

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Thu Aug 06, 2015 8:20 am
by ssilk
Please discuss this in General. Here it's bit off-topic. :)

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Thu Aug 13, 2015 3:08 pm
by cpy
Back to topic, I can't wait for 0.13 in 0.13 i'll be like: http://z0r.de/6398

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Sat Aug 15, 2015 6:06 am
by slpwnd
Since the 0.12 stabilization is going quite nicely we sat down yesterday with kovarex to make an actual plan for the 0.13 and mid term future. We decided to promise bit less and keep up the promises this time :)). Another motivation has been to start polishing things and filling "holes" that make the game less user friendly at the moment (mostly multiplayer annoyances). The plan to start steam greenlight with 0.12 stable still holds - while the process of coming to steam is in progress we will start working on 0.13 obviously. The big question is further work on the space endgame content. Since the scope of work is quite big it now seems impossible to fit it in 0.13. So it is kind of on hold. We will see if there is time to do some prototyping of the ideas we have.

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Thu Aug 27, 2015 6:23 pm
by Drury
Proper tech tree.
As a technological arborologist, yes.
Second part of the circuit network extension (power switch, gate, train station, accumulator and logistic network integration to circuit network)
As a secondary partial circuit network extender, yes.
Additional train conditions (wait until full, wait until empty, wait until circuit condition)
As an additive train conditioner, yes.
Turrets revisit
As a turret revisitor, yes.
Fight revisit (general fight balancing, possibly tank extensions, ...)
As a general and a fight balancer, as well as a possible tank extender, yes.
Multiplayer production polish (move from "usable if you try hard and overlook imperfections" to "just works")
As a Slovak, Polish truck drivers are the worst, not sure about multiplayer producers.
Basic Multiplayer matching server (allow listing running MP games via a central location)
As a match, I'm already burning with excitement.
Better rail building
As a rail building, I ponder the reason for my existence.
Better train managing possibilities.
As such a possibility, I'm already jealous.
Modules in blueprints.
As a module, I look forward to being actually utilized.
Oil extension (boiler for oil, oil wagon).
As oil, I like trains and burning.
Scenario pack extension
As an extension, I feel this is one of the better uses of me.
Surprise with 8-10 legs
As an arachnophobe, no.
Centralized mod portal and its integration in the game
As Steam Workshop, this makes me feel less appreciated.
Allow loading games with different mod settings (and automatically download the mods if necessary)
As a Minecraft developer, I would hate people yelling this in front of my villa.

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Sun Aug 30, 2015 10:14 pm
by Papa x
Your plans sound great! Hard to wait. I am especially interested in a search ability in the crafting menu so I can look up a item (i.e. Blue science) and see what I need and how to make it. Thanks all the staff for their great efforts.

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Tue Sep 01, 2015 9:27 am
by jockeril
Papa x wrote:Your plan sound great! Hard to wait. I am especially interested in a search ability in the crafting menu so I can look up a item (i.e. Blue science) and see what I need and how to make it. Thanks all the staff for their great efforts.
You can thank them here: https://forums.factorio.com/forum/vie ... f=5&t=4580

Edit: hardest post ever made on my phone...

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Thu Sep 24, 2015 1:30 am
by crimsonknight3
I just noticed that the "Second part of endgame" has been removed from the 0.13 to do, but I didn't notice anyone else noticing it? lol Was this a decision made during your high level discussion/planning/(probably) coffee meeting?

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Thu Sep 24, 2015 8:55 am
by ssilk
It can only be recommended, to use the wiki for maintaining that, cause the forum forgets the changes, the wiki not.

https://forums.factorio.com/wiki/inde ... le=Roadmap

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Fri Sep 25, 2015 3:46 pm
by PandaGOD
Proper Tech Tree? AWESOME :D

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Fri Sep 25, 2015 3:46 pm
by indjev99
ssilk wrote:It can only be recommended, to use the wiki for maintaining that, cause the forum forgets the changes, the wiki not.

https://forums.factorio.com/wiki/inde ... le=Roadmap
Look at their last post in this forum. It explains it.

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Fri Feb 12, 2016 7:11 pm
by Kane
Nice I can't wait for 0.13 in 2015 via the post :P

Back to Earth now. A lot of people are putting a whole Steam Release = 0.13 Testing Starts. How true is this time frame wise? I assume be at least a month or so after to make sure 0.12 is smooth?

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Fri Feb 12, 2016 7:24 pm
by jockeril
Kane wrote:Nice I can't wait for 0.13 in 2015 via the post :P

Back to Earth now. A lot of people are putting a whole Steam Release = 0.13 Testing Starts. How true is this time frame wise? I assume be at least a month or so after to make sure 0.12 is smooth?
As far as i know, 0.12.22 is the last 0.12 and is the last stable version

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Fri Feb 12, 2016 7:31 pm
by Klonan
jockeril wrote:
Kane wrote:Nice I can't wait for 0.13 in 2015 via the post :P

Back to Earth now. A lot of people are putting a whole Steam Release = 0.13 Testing Starts. How true is this time frame wise? I assume be at least a month or so after to make sure 0.12 is smooth?
As far as i know, 0.12.22 is the last 0.12 and is the last stable version
There will be another update to 0.12 coming up sometime

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Fri Feb 12, 2016 9:02 pm
by Kane
I assume steam integration and small touch ups.

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Fri Apr 15, 2016 2:56 am
by Aru
Something that seems like it fits perfectly into the list, is a circuit-controlled open/close fluid valve. For example, it seems a little clunky to need multiple small pumps to turn flow on and off, when all you would need is a single valve, because the offshore pump is sufficient (edit: also chemical plant outputs). In practice, maybe it would be a pipe segment with two linked valves, one on each side? Or maybe it would be a pipe segment with two chambers, each half the capacity of a pipe, and the valve in the middle?

Re: Factorio Roadmap for 0.12 + 0.13

Posted: Sun May 29, 2016 11:05 pm
by epiccraft_tv
Something that I would like to see is more transport belt and underground belt options. For example, it would be very helpful if I could make underground belts go farther and act as normal belts in a way that you can combine two inputs that would go to the same output.