Search found 161 matches

by TheTom
Mon Jun 24, 2019 6:59 am
Forum: General discussion
Topic: Question: Where is NewFluids 2?
Replies: 5
Views: 834

Re: Question: Where is NewFluids 2?

@Dominik and what about the new book UI?
by TheTom
Tue Jun 04, 2019 6:58 am
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 4116

Re: aliens needs multithreading :/

Biters: The short answer: everything. Since biters can trigger Lua events that means literally all mutable data is up for mutation. The long answer: Just like fish: as the biter moves it mutates its position and bounding box which other biters will use for collision detection Just like fish: biters...
by TheTom
Tue Jun 04, 2019 6:56 am
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 4116

Re: aliens needs multithreading :/

i.e. all Artillery could scan the areas for posible targets at the same time, add them to a list whiech then is combined and multiple removed, single threaded, possibly at the same time, i.e. as fluid runs. Whether a specific coordinate is a posible target is not depending on other artillery. You a...
by TheTom
Mon May 20, 2019 5:21 pm
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 4116

Re: aliens needs multithreading :/

Sorry, that is ignorant. Parallel processing has NO issues with determinism when there is no dependency. i.e. all Artillery could scan the areas for posible targets at the same time, add them to a list whiech then is combined and multiple removed, single threaded, possibly at the same time, i.e. as ...
by TheTom
Sun May 05, 2019 4:17 pm
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 4116

Re: aliens needs multithreading :D

Not so much biters (though the higher strategy there and pathfinding also needs, agree) as Radars and artillery. Basically every cannon should have targets identified in a separate job which gets distributed to the thread pool. Possibly this can happen in parallel (!) with other isolated phases (i.e...
by TheTom
Fri Apr 05, 2019 9:59 am
Forum: Not a bug
Topic: [posila] [0.17.2] Swap Buffers Failed
Replies: 10
Views: 1851

Re: [posila] [0.17.2] Swap Buffers Failed

I have the same with
* Current 17.25
* On a 1808Ti with 11gb memory

So it definitely is NOT a low on memory scenario.
by TheTom
Thu Mar 28, 2019 7:58 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 534
Views: 90804

Re: [MOD 0.13.17+] Rampant - 0.17.10

And issue, crash on on_nth_tick(5)
RampantCrash.PNG
RampantCrash.PNG (34.31 KiB) Viewed 733 times
Reliable, game exits.
by TheTom
Sun Mar 03, 2019 6:48 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 451
Views: 23065

Fast Inserter wrong in tech tree.

The technology "Fast Inserter" has as effects : Express Inserter

;) Obviously the wrong one. Logistics 3 has the same again then.
by TheTom
Wed Feb 27, 2019 8:39 am
Forum: Logistic Train Network
Topic: LTN Depot train size limit
Replies: 1
Views: 314

Re: LTN Depot train size limit

And what is the problem? You are aware depot names can be many? Depots are chosen by name. Just use different names for different lengths. Depot-1.C4 Depot-1.C2 Depot-1.F2 Cargo 4, Cargo 2 and Fluid 2. Trains return to a similar named depot. Also helps keeping trains in "areas" (Depot-1, Depot-2 are...
by TheTom
Sat Feb 16, 2019 7:12 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 534
Views: 90804

Re: [MOD 0.13.17+] Rampant - 0.16.40

Just downloaded the update ;)
by TheTom
Sat Feb 16, 2019 2:16 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 534
Views: 90804

Re: [MOD 0.13.17+] Rampant - 0.16.39

Unable to load save game. Error while running event Rampant::on_nth_tick(41) __Rampant__/libs/SquadAttach.lua:86 attempt to compare number with nil ;) Comes short time (quarter second or so) after loading save. Ruins my sunday fun ;) And it is NOT fixed. Or - the latest is not available via mod port...
by TheTom
Fri Jul 06, 2018 4:23 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 17647

Re: Friday Facts #250 - Dead end conclusion

Wiuthout chapters and titles being visible in a list the blueprint library is hardly usable to start with. Icons do not transport meaningwell enaough and grouping icons... sorry, fail.
by TheTom
Sat Apr 07, 2018 12:56 pm
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 15040

Re: Friday Facts #237 - Rich & interactive text

Is there a planned ETA for 0.17? Not asking for a date, more a "we think maybe June/July" or something vague, just to have an idea.
by TheTom
Sat Mar 10, 2018 9:36 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 129020

Re: [0.16.x] Bob's Mods: General Discussion

Very, VERY unhappy with the last update - time for a manual rollback. I don't really mind a rework of the hierarchy, but please - I have a running map I literally spent hours Friday reworking a ton of templates to finally use express inserters. Now the templates are unusable for me. Thank heaven at ...
by TheTom
Fri Feb 16, 2018 12:27 pm
Forum: Releases
Topic: Version 0.16.24
Replies: 106
Views: 26830

Re: Version 0.16.24

Actually there are not in the EU. THere is a new law going into effect that basically is BRUTAL on privacy - you can loose 4.5% or s of your turnover for a violation. THat is complete company turnover. Every customer I have is basically going through their software with a legal team to avoid violati...
by TheTom
Thu Feb 01, 2018 8:35 am
Forum: Logistic Train Network
Topic: Requester station output signals for filtering
Replies: 15
Views: 2081

Re: Requester station output signals for filtering

What is the proper way to do this in .16, particularly when using a mod that has multiple Locomotive types (and cargo for that matter)? I have the same problem - whenever a train comes that has "stuff" - some unloaders do ONE cycle of unloading it. This is particularly bad because it mostly is tota...
by TheTom
Wed Jan 31, 2018 12:00 pm
Forum: Logistic Train Network
Topic: Requester station output signals for filtering
Replies: 15
Views: 2081

Re: Requester station output signals for filtering

Wiring it up in the way that people advise means that if, for instance, there is something in a wagon you don't want to be there, the filter gets set to "what's in the wagon" and basically makes itself entirely redundant. It works this way in the demo save file as well as in the station blueprints ...
by TheTom
Mon Jan 29, 2018 4:54 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 534
Views: 90804

And - Bug loading with latest update.

Reads:

Failed to load mods....


__Rampant__/dataa-updates.loa:4:__Rampant__/libs/Constants.lua:198 attempt to index field 'NE_Difficulty' (a nil value)
by TheTom
Fri Jan 26, 2018 7:25 am
Forum: General discussion
Topic: Mining Outpost, how do you make them?
Replies: 37
Views: 10561

Re: Mining Outpost, how do you make them?

In my last game, the first one where I seriously got into trains, I made a set of blueprints with two rails and large electric poles in between them. So that way I can do the rails and more or less power takes care of itself. Plus high power lines along railroad tracks are a common sight IRL, so it...
by TheTom
Tue Jan 23, 2018 7:51 am
Forum: Logistic Train Network
Topic: [1.7.0] Error with modded wagon icon != 32x32
Replies: 5
Views: 510

[1.7.0] Error with modded wagon icon != 32x32

Failed to load mods.

The given sprite rectangle.... Screenshot attached.

Seems 16.17 got a little more snippy in some aspect.

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