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by blazespinnaker
Mon May 16, 2022 9:01 pm
Forum: Ideas and Suggestions
Topic: modifer key for personal roboport
Replies: 0
Views: 40

modifer key for personal roboport

Maybe when using alt or shift for construction/deconstruction you can force the bots to come from your personal roboport.

Sometimes when deconstructing, I have to deconstruct in bits or remove roboports to keep bots from the wider network from interferring. Quite a pain.
by blazespinnaker
Tue May 10, 2022 4:33 am
Forum: Questions, reviews and ratings
Topic: Thoughts about byproducts in SE and game design
Replies: 10
Views: 418

Re: Thoughts about byproducts in SE and game design

I think if I had only one suggestion, would be either using the small size space assembler or a new assembler of similar small size for manufacturing one off machines. It's nice to create a mall for stuff, but creating a mall with all the extra large space assemblers is a bit awkward. Don't get me w...
by blazespinnaker
Tue May 10, 2022 4:07 am
Forum: Ideas and Suggestions
Topic: Difference (or net production) graph in production grapn
Replies: 19
Views: 4108

Re: Difference (or net production) graph in production grapn

+1 .. some type of controlled combining of graphs makes perfect sense, suggestions above are illustrative

the way it is now is a nice start but can be easily improved. Filter should save as well
by blazespinnaker
Sun May 08, 2022 3:24 pm
Forum: Ideas and Suggestions
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 80
Views: 18861

Re: Automatically landfill when placing blueprints/ghosts

Definitely ranks up there with top 3 hindrances. Robots can be slow sometimes, and it's nice to plant a bp and move on rather than having to come back checking whether the landfill / etc was placed.
by blazespinnaker
Sun May 08, 2022 1:45 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 401
Views: 126709

Re: Parrallel processing in games & applications

Thanks, great clarity there. Nothing but respect. "add 100 iron plates to entity X because they are being sent from another clusterio node" fwiw, this was precisely what I described above. And now looks to me that it is fully supported via lua comms. sigh. I think there is some arbitrary j...
by blazespinnaker
Sat May 07, 2022 8:45 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 401
Views: 126709

Re: Parrallel processing in games & applications

"canonical" timestamped user input stream Mods are canonical by definition, joining a multi player server enforces that, right? Your broadcasted "stream" can be anything, Wube limits it to user input for reasons that they have never made clear. Performance, maybe. Not "deter...
by blazespinnaker
Wed May 04, 2022 4:42 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 401
Views: 126709

Re: Parrallel processing in games & applications

Well, if you are running on linux, symbolic links can manage state via write_file.

"Determinism" is a generally bad argument. User input, for example, is not deterministic. Should that be disabled as well?
by blazespinnaker
Mon May 02, 2022 10:20 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 401
Views: 126709

Re: Parrallel processing in games & applications

Very cool. Looks like the answer, imho.

One question above - you mentioned "You can't move between games, mods can't know anything about the other game and so on". This isn't strictly true than, right?
by blazespinnaker
Mon May 02, 2022 9:57 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 401
Views: 126709

Re: Parrallel processing in games & applications

Well, anything will work. Contention can be managed by semaphores and queues. The problem is risk and effort versus reward. And I have to say, Rseding's suggestion about multiple instances is very compelling. To me at least, that's the answer. In fact, maybe the question isn't so much about enabling...
by blazespinnaker
Sun May 01, 2022 5:42 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 401
Views: 126709

Re: Parrallel processing in games & applications

This depends on how people define "unit test". To me a unit test is a test that in-isolation tests that 1 exact piece of code/class/function to do exactly what it thinks it should be doing. The other definition in my head is "integration test" which sets up some state, performs ...
by blazespinnaker
Sun May 01, 2022 2:39 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 401
Views: 126709

Re: Parrallel processing in games & applications

Well, you could probably define meta-chunks, eg, 16x16 chunks or something. Or maybe one thread per surface at a minimum, though maybe it's already like that I guess. Certainly the per surface approach opens up a lot of potential for the dlc if it leverages that. Maybe they could even fix the per su...
by blazespinnaker
Sat Apr 30, 2022 8:06 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 401
Views: 126709

Re: Parrallel processing in games & applications

There's an fff link somewhere, the big gap was processing chunks in parallel. It seems pretty doable, hopefully it will get addressed in the dlc upgrade, though as mentioned the already threaded belt logic is a bit of a memory bottleneck, but in theory you can minimize your belts to get around that....
by blazespinnaker
Sat Apr 30, 2022 5:43 am
Forum: Questions, reviews and ratings
Topic: Thoughts about byproducts in SE and game design
Replies: 10
Views: 418

Re: Thoughts about byproducts in SE and game design

Is it though? Sometimes exceptions should be made. Anyways, back on topic, one thing I find sorta ironic about such a well balanced and crafted mod is the arcolink storage at the bottom of the tech tree. Telporting resources.. i've seen that in other mods. It rapidly becomes the equivalent of the in...
by blazespinnaker
Sat Apr 30, 2022 2:50 am
Forum: Questions, reviews and ratings
Topic: Thoughts about byproducts in SE and game design
Replies: 10
Views: 418

Re: Thoughts about byproducts in SE and game design

Normally I'd agree, but the SE mod is a completely different animal. Calling it just a mod seems a bit inappropriate.
by blazespinnaker
Fri Apr 29, 2022 3:11 pm
Forum: Questions, reviews and ratings
Topic: Thoughts about byproducts in SE and game design
Replies: 10
Views: 418

Re: Thoughts about byproducts in SE and game design

The discord separation helps contain the spoilers, but doesn't do much for spreading word of mouth. Discord channels aren't very stumble upon. Also, there is something terribly intrusive about push media like twitter and discord that some people go out of there way to miss.
by blazespinnaker
Fri Apr 29, 2022 2:42 pm
Forum: Questions, reviews and ratings
Topic: Thoughts about byproducts in SE and game design
Replies: 10
Views: 418

Re: Thoughts about byproducts in SE and game design

So, yeah, one of the reasons why I think people are hesitant to talk about SE is because such chatter is fairly anti-thesis. The mod is clearly meant to be an inscrutable puzzle that you play because you like inscrutable puzzles, and everything we might say is a spoiler of sorts. Unfortunately, this...
by blazespinnaker
Thu Apr 21, 2022 1:33 am
Forum: General discussion
Topic: Is using other people’s blueprints cheating?
Replies: 42
Views: 7953

Re: Is using other people’s blueprints cheating?

Using other people's blueprints is a bit like googling the wordle of the day. A great thing about the mods is that it's an opportunity to do an unspoiled version of Factorio. If you peaked at blueprints for the vanilla version, don't worry, there are still the mods which generate whole new puzzles o...
by blazespinnaker
Sat Mar 26, 2022 2:13 am
Forum: General discussion
Topic: Engame content
Replies: 4
Views: 960

Re: Engame content

Endgame content... try space exploration mod. I mean, holy cow
by blazespinnaker
Tue Feb 15, 2022 11:18 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 178
Views: 44551

Re: Friday Facts #367 - Expansion news

I'm actually surprised they went $30, sounds like they want to get people who haven't launched a rocket yet to buy it. They obviously could have easily gone much higher, I mean, you put 100s of hours into the game, $30 is nothing. They should have done two DLCs, one that was for pre-rocket folks, an...
by blazespinnaker
Wed Feb 09, 2022 6:38 am
Forum: General discussion
Topic: How's the pvp in the game?
Replies: 9
Views: 2881

Re: How's the pvp in the game?

Yeah, you definitely want to give teams time to tech up and build. This can be done with truce, distance, and/or forcing teams to land bridge across water.

Necropost, but wth, I like necroposts.

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