Search found 88 matches

by Panzerknacker
Sat Jul 13, 2024 6:22 pm
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 103
Views: 12918

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

Gummiente27 wrote: ↑
Sat Jul 13, 2024 4:41 pm

You have no clue about the actual difference with inserters low on power (like everyone except Wube).
You have no clue about me having a clue.
by Panzerknacker
Sat Jul 13, 2024 4:25 pm
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 103
Views: 12918

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

@Twinsen: Have you considered that inserters start missing items passing by on belts when they are low on power? This is actually a fail mechanic where the factory will start working in a strange and unpredictable manner or even grind to a total halt in some circumstances while being underpowered. B...
by Panzerknacker
Fri Jul 12, 2024 1:20 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 439
Views: 47337

Re: Friday Facts #416 - Fluids 2.0

why isn't it working at all ? :lol: Do you have an example where you don't manage to use the current fluid system ? you could post it in gameplay help, i'd be happy to help debug while the new system is not yet available, i found a way to make it work in some situations, i can make like nuclear pow...
by Panzerknacker
Fri Jul 12, 2024 1:16 pm
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 103
Views: 12918

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

Eerrrh, I don't see the point in buffing the inserters, I think their behaviour was just fine and always intended like that? Why the hell would you use burners on blue tier belts anyway, except maybe at the end (where is will ALWAYS succeed in grabbing the item no matter the belt speed) as fail-safe...
by Panzerknacker
Sat Jul 06, 2024 9:48 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 439
Views: 47337

Re: Friday Facts #416 - Fluids 2.0

After reading the FFF again and seeing the animation of the space platform section with the 3 chem plants I can understand where the frustration is. In this situation the system is starved for water and the chem plant on the left is gonna fill up the tank first all the way before the other side will...
by Panzerknacker
Sat Jul 06, 2024 9:01 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 439
Views: 47337

Re: Friday Facts #416 - Fluids 2.0

This is probably a ridiculous idea but couldn't it be possible to optionally hardware-accelerate fluid calculations by offloading it to the GPU? Like neural network should be able to perform that? Then have all the data ready in memory for when the next game update is gonna be done by the CPU. Like,...
by Panzerknacker
Sat Jul 06, 2024 8:17 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 439
Views: 47337

Re: Friday Facts #416 - Fluids 2.0

Cool a reply from the dev! Don't expect you to enter a discussion here but I would like to ask why it is a problem that the limits are not clear? I think it's fun to make builds by experimenting instead of being able to plan everything ahead exactly like with many other systems in the game. I also t...
by Panzerknacker
Sat Jul 06, 2024 7:28 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 157
Views: 27786

Re: Friday Facts #418 - Space Age release date

Well I really hope there will be Marathon mode in the DLC because that's what I usually play. I think normal mode is too easy and does not force you enough into efficient designs or upgrades.
by Panzerknacker
Sat Jul 06, 2024 2:04 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 439
Views: 47337

Re: Friday Facts #416 - Fluids 2.0

Anyway for me it is acceptable. I thought the whole point of the new fluid mechanic was to remove some quirks from the current simulation system that made it too hard for certain players. If the new system will also have different quirks what is the point? And no, it's not UPS because 90% of the pl...
by Panzerknacker
Sat Jul 06, 2024 11:32 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 439
Views: 47337

Re: Friday Facts #416 - Fluids 2.0

That's not a bad idea at all from you.
by Panzerknacker
Fri Jul 05, 2024 3:06 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 439
Views: 47337

Re: Friday Facts #416 - Fluids 2.0

Yeah we gotta come up with something better before Space Age comes out otherwise we'll be stuck with the new minecraft mod system forever.
by Panzerknacker
Fri Jul 05, 2024 2:10 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 157
Views: 27786

Re: Friday Facts #418 - Space Age release date

Great stuff, very hyped for the expansion in general BUT I really would like to have the option for the current fluid system in Space Age. I know it's not easy because blueprints would need to have a checkbox 'compatible with simulated fluid system' meaning the build will also work when using the cu...
by Panzerknacker
Thu Jul 04, 2024 11:28 pm
Forum: Energy Production
Topic: Nuclear Power Plant from the future
Replies: 105
Views: 4572

Re: Nuclear Power Plant from the future

[Moderated by Koub, please refrain from trolling. If you have nothing constructive to tell, don't say anything.]
by Panzerknacker
Thu Jul 04, 2024 9:32 am
Forum: News
Topic: Friday Facts #417 - Space Age development
Replies: 102
Views: 20051

Re: Friday Facts #417 - Space Age development

I would be stupid to buy the add-on when it would only encourage further moves in what I feel is the wrong direction. TEXT I think the man is just here giving his opinion and does not need you trying to change it. He has very valid points and I think what you say about it is not really true. I also...
by Panzerknacker
Sun Jun 30, 2024 7:58 am
Forum: News
Topic: Friday Facts #417 - Space Age development
Replies: 102
Views: 20051

Re: Friday Facts #417 - Space Age development

[Moderated by Koub : response to an off topic moderated content.]
by Panzerknacker
Fri Jun 28, 2024 1:22 pm
Forum: Ideas and Suggestions
Topic: Suggestion for parametrization of 2.0 fluid system.
Replies: 7
Views: 292

Re: Suggestion for parametrization of 2.0 fluid system.

Gotta say this is imo the best proposal so far. Also because those values will all be computed only once while the fluid system is being built so have no performance implication. When you're gonna have different tiers of pipes you can also add stuff like pipes that are resistant to high temperature ...
by Panzerknacker
Fri Jun 28, 2024 12:31 pm
Forum: News
Topic: Friday Facts #417 - Space Age development
Replies: 102
Views: 20051

Re: Friday Facts #417 - Space Age development

Cool stuff, always like to read what Kovarex got to say. Seeing that huge production output looks cool. I can understand now where the decision to remove fluid simulation from the game is coming from. I still doubt tho if it is the right tradeoff. To me this huge production output, aka 'massing' is ...
by Panzerknacker
Fri Jun 28, 2024 10:21 am
Forum: Balancing
Topic: Modules balancing?
Replies: 2
Views: 764

Re: Modules balancing?

Agree that Eff1 are a bit too powerful. They reduce energy consumption and polution of the total factory by an huge amount. There is a no other research around that tier with such a huge impact, even more so considering the low cost of the research.
by Panzerknacker
Wed Jun 26, 2024 7:01 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 439
Views: 47337

Re: Friday Facts #416 - Fluids 2.0

functional wrote: ↑
Wed Jun 26, 2024 6:50 pm
mcdjfp wrote: ↑
Wed Jun 26, 2024 3:07 pm

There is no point in fluids if they are simply power with different connectors.
Have you heard of oil processing?
Man just give up already, why do you keep trying? Your arguments went from weak to absolutely null.

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