Search found 781 matches

by Drury
Sat Mar 16, 2024 11:06 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 146
Views: 15486

Re: Friday Facts #402 - Lightspeed circuits

To multiplex channels onto the radar you need a clock. And beware the fool that uses a local clock to demultiplex the data. One power outage and the clocks will get out of sync. That's the issue though, right? You're not removing the issue of multiplexing, you're just shifting it from groups of sig...
by Drury
Sat Mar 16, 2024 8:31 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 146
Views: 15486

Re: Friday Facts #402 - Lightspeed circuits

Wouldn't radars having channels actually make the circuits easier, outside of just transmission? Right now you can build many separate networks, your main concern is the chaos of cables it involves. If you add an entity with channels you add a way to simplify that chaos by separating the networks s...
by Drury
Fri Mar 15, 2024 10:58 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 146
Views: 15486

Re: Friday Facts #402 - Lightspeed circuits

I don't think radar signals are for people who are already using factory-wide signal networks. They are probably primarily intended at players who use circuit-wired rail blueprints "because", never use it, until at some point late in they find a usecase and then find out there are too man...
by Drury
Fri Mar 15, 2024 10:12 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 146
Views: 15486

Re: Friday Facts #402 - Lightspeed circuits

Most players will need 0 anyway since the train system handles cargo logic by itself (that's even more true with all the new train stop improvements). Most players will never need to touch circuits ever since most meta layouts are self-balancing, so why are they even a feature in the first place? ;...
by Drury
Fri Mar 15, 2024 6:06 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 146
Views: 15486

Re: Friday Facts #402 - Lightspeed circuits

Seeing the flashing progress bars on the ultra speed crafting immediately made me think about idle/clicker games like Adventure Capitalist, where when you start producing too much the "progress bar" becomes a continuous animation and instead of current progress you see amount produced per...
by Drury
Fri Mar 15, 2024 5:37 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 146
Views: 15486

Re: Friday Facts #402 - Lightspeed circuits

A couple of years back I was experimenting with making my own "train dispatch system" (which later became fashionably known as a "logistic train network") and ran into a lot of the limitations of circuits that I had to work around, especially the lack of filter combinators necess...
by Drury
Fri Mar 08, 2024 2:42 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 98
Views: 16933

Re: Friday Facts #401 - New terrain, new planet

This is just sloppy: why can't you simulate infalling debris to a molten planet, and then 4.5 billion years of tectonics, ocean and land erosion, then evolution of organisms and atmosphere, and just be done with it?? You joke but Dwarf Fortress does something along these lines (it quickly simulates...
by Drury
Fri Mar 08, 2024 1:21 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 98
Views: 16933

Re: Friday Facts #401 - New terrain, new planet

Is it weird that this FFF got me more fired up than the others? People don't talk about it much, but a huge part of the fantasy of this game is the environment and what you do with it. And this is a huge improvement on that. Then again, I'm also one of those weirdos who uses green modules and builds...
by Drury
Sat Dec 23, 2023 6:53 am
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 69
Views: 13142

Re: Friday Facts #390 - Noise expressions 2.0

Snow covered belts is quite the paradox - unless they're perfectly stationary for the holidays ;)
by Drury
Fri Dec 08, 2023 1:31 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 148
Views: 22651

Re: Friday Facts #388 - Smaller things for 2.0

Wouldn't it be better if it showed the full possible length of the underground at all times? That way you'd actually know without having to ratchet it up one by one. Kinda like how Transport Tycoon does it with tunnels. Sort of like in the Show Max Underground Distance mod? I love that mod, so simp...
by Drury
Fri Dec 08, 2023 1:16 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 148
Views: 22651

Re: Friday Facts #388 - Smaller things for 2.0

It's funny how in your comparison between the old and new underground building, the annotation proclaims you have to take a step back with the old system, and then you also have to take a step back in the new pipe example :lol: Wouldn't it be better if it showed the full possible length of the under...
by Drury
Sat Dec 02, 2023 5:18 am
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 162
Views: 36673

Re: Friday Facts #387 - Swimming in lava

On top of that, adding new recipes was made even more difficult due to the recycler, which was already in the game as a part of the quality branch before we started work on any of the planets. If an item has alternative recipes, it's not clear which ingredients should be returned on recycling this ...
by Drury
Fri Nov 24, 2023 9:28 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 121
Views: 22837

Re: Friday Facts #386 - Vulcanus

Oh hell yeah. I like how it seemingly gets darker when you drive into the lava area, as if entering a cavern. Reminds me of the time I attempted a special kind of modded deathworld where it was always 100% pitch dark, the floor was volcanic and too hot to step on, and the only way to expand was with...
by Drury
Fri Nov 10, 2023 2:23 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40338

Re: Friday Facts #384 - Combinators 2.0

the selector combinator would've been useful a while back, good to see it
by Drury
Sat Oct 21, 2023 12:04 am
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 205
Views: 39692

Re: Friday Facts #381 - Space Platforms

<NO_NAME> wrote:
Fri Oct 20, 2023 10:26 pm
What's the story behinds the platforms not being allowed to have holes?
probably to avoid a situation where you build a donut-shaped platform with thrusters in the middle that crap exhaust gases all over the lower half
by Drury
Fri Oct 20, 2023 11:27 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 205
Views: 39692

Re: Friday Facts #381 - Space Platforms

I'm really liking all of this except for one minor thing, the thruster drive cones. I really like the graphics overall and I love the amount of movement in the thrusters. However, the fact that the drive cone shakes so much, including in and out and not just laterally, makes it look like it could f...
by Drury
Fri Oct 06, 2023 12:17 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 24490

Re: Friday Facts #379 - Abstract rewiring

Pop quiz: can you spot the shadow problem I want to fix next?
overlapping shadows?
by Drury
Fri Sep 29, 2023 11:02 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 47363

Re: Friday Facts #377 - New new rails

what about monorails? why don't you add them to the game? this type of transport could be very high-speed 500km/h-1000km/h and deliver resources located far from the base. It is also possible to build monorails over the water in the form of a bridge. Due to the fact that the speed of the monorail i...
by Drury
Fri Sep 22, 2023 12:55 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 47363

Re: Friday Facts #377 - New new rails

What if I woke you up from your dream since the beginning of the post and told you this is reality? I'd be briefly surprised and then immediately skeptical whether it's actually useful since you can't fit any signals between the tracks. I've always kinda just accepted rails being the way they were ...

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