Search found 75 matches
- Fri Oct 04, 2024 8:54 pm
- Forum: Modding interface requests
- Topic: Allow cross-surface cutscenes
- Replies: 2
- Views: 263
Re: Allow cross-surface cutscenes
If not cross-surface cutscenes, allow players to "splice" different cutscenes together by perhaps specifying a next_cutscene (idk how the cutscenes are setup but something like that should work) this would be basically the same thing, while also allowing more seamless transitions between d...
- Thu Oct 03, 2024 8:05 pm
- Forum: Ideas and Suggestions
- Topic: Better visuals for locomotive orientation during placement
- Replies: 4
- Views: 312
Re: Better visuals for locomotive orientation during placement
+1, especially with elevated rails coming soon
- Thu Oct 03, 2024 1:20 am
- Forum: Modding interface requests
- Topic: Fire on_player_rotated_entity event when an underground belt is rotated by dragging belt
- Replies: 2
- Views: 700
- Thu Oct 03, 2024 1:19 am
- Forum: Modding interface requests
- Topic: Allow more than one filter on fluid_boxes
- Replies: 3
- Views: 542
- Thu Oct 03, 2024 1:15 am
- Forum: Modding interface requests
- Topic: Support turn_range for artillery type cannons
- Replies: 2
- Views: 289
- Thu Oct 03, 2024 1:15 am
- Forum: Modding interface requests
- Topic: Exclude entity from mining productivity
- Replies: 11
- Views: 1460
- Thu Oct 03, 2024 12:55 am
- Forum: Mod portal Discussion
- Topic: Mod Portal moderation and "forks" tab in mods
- Replies: 3
- Views: 207
Re: Mod Portal moderation and "forks" tab in mods
Additionally, after a period of time of a mod being abandoned, the in-game mod portal should recommend "fixed" versions of the mod if they are avaliable, so that users can switch to a new version under active maintinence.
Sorry for so many separate posts i keep thinking of new things
Sorry for so many separate posts i keep thinking of new things
- Thu Oct 03, 2024 12:52 am
- Forum: Mod portal Discussion
- Topic: Mod Portal moderation and "forks" tab in mods
- Replies: 3
- Views: 207
Re: Mod Portal moderation and "forks" tab in mods
If getting moderators to do the moderation is an issue, allow users to mark mods with tags, then if enough users tag a mod as "internal" or "modlist" then the tag will automatically be added given other parameters (not updated recently, etc)
- Thu Oct 03, 2024 12:48 am
- Forum: Mod portal Discussion
- Topic: Mod Portal moderation and "forks" tab in mods
- Replies: 3
- Views: 207
Mod Portal moderation and "forks" tab in mods
TL;DR Moderation for mod portal submissions to add tags to mods that are generally unused such as hotfix mods, compatability mods, "my modlist" mods, minor changes to other mods, etc There should be a forks tab under each mod, to list mods that include minor changes, fix certain bugs, or ...
- Thu Oct 03, 2024 12:02 am
- Forum: Mod portal Discussion
- Topic: Mod Portal: Request for contribution
- Replies: 1
- Views: 418
Re: Mod Portal: Request for contribution
+1, can i also recommend adding a "forks" section for when someone makes a fork to make changes and/or fix bugs, compatibility, take over for inactive mods, etc
- Fri Sep 27, 2024 11:22 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 306
- Views: 33463
Re: Friday Facts #430 - Drowning in Fluids
Ah, right. I just think that, unfortunately, that's really unlikely to pan out, given that the devs are already eyeing things at O(1) complexity. Sadly, it appears so. Although a lot of options are better than 1.1 fluid mechanics (gameplay and computational perspectives) i hope they do something wi...
- Fri Sep 27, 2024 11:10 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 306
- Views: 33463
Re: Friday Facts #430 - Drowning in Fluids
There's most likely a way to design the system to work properly. It's probably already been done before elsewhere. My point was that, if done correctly, this system would be better than the bounding box or nodes in network limits Uh, the bounding box is also O(1)... Better as in makes more sense, l...
- Fri Sep 27, 2024 11:01 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 306
- Views: 33463
Re: Friday Facts #430 - Drowning in Fluids
I'm just not seeing how you could generalize this across networks of arbitrary complexity without pretty much checking every last leg, and that won't look pretty, computationally. There's most likely a way to design the system to work properly. It's probably already been done before elsewhere. My p...
- Fri Sep 27, 2024 10:42 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 306
- Views: 33463
Re: Friday Facts #430 - Drowning in Fluids
Assume a T-shaped pipe with 3 along the top and 2 on the vertical. According to instructions: [...]Each pipe keeps track of a value representing the distance to the furthest pipe. 3 2 3 - 2 - 3 ... Update stopped due to condition untrue, but graph is now wrong: 3 2 3 4 - 2(!) - 3(!) Hm, i hadn't th...
- Fri Sep 27, 2024 10:11 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 306
- Views: 33463
Re: Friday Facts #430 - Drowning in Fluids
Something about that logic doesn't seem to work quite right, but regardless, my point stands; you have to query/update n/2 pipe elements for each segment change, which is O(n) complexity, whereas keeping a running total is just O(1). The logic is sound, assuming a wrote it correctly. Regardless, I ...
- Fri Sep 27, 2024 9:57 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 306
- Views: 33463
Re: Friday Facts #430 - Drowning in Fluids
[...]The arbitrary number of junctions also doesn't mean anything, as the logic doesn't need pathing. It would need pathing to figure out which branch of the network has the "furthest" fluid box. It's trivial if you have an "L" shaped pipe, but if it's "H" shaped, or m...
- Fri Sep 27, 2024 9:42 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 306
- Views: 33463
Re: Friday Facts #430 - Drowning in Fluids
[...]What if the pipe limitation was a point-to-point limit instead of a square? Each pipe can only be (for example) 500 fluid boxes away from the furthest pipe before the network becomes invalid.[...] This would be nice, but in the first fluid FFF, the devs mentioned that one of the motivations fo...
- Fri Sep 27, 2024 8:57 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 306
- Views: 33463
Re: Friday Facts #430 - Drowning in Fluids
Posted this in Raiguard's discord, but I'll put it here to see what everyone thinks What if the pipe limitation was a point-to-point limit instead of a square? Each pipe can only be (for example) 500 fluid boxes away from the furthest pipe before the network becomes invalid. I also thought of a dece...
- Fri Sep 13, 2024 6:59 am
- Forum: Modding interface requests
- Topic: Suggestion of a way how to implement dependent probabilities
- Replies: 14
- Views: 3841
Re: Suggestion of a way how to implement dependent probabilities
+1... i made a forum post saying this a few minutes ago but oh well... guess i'll ping this one as well lol
- Fri Sep 13, 2024 6:43 am
- Forum: Modding interface requests
- Topic: joined recipe outputs dependent on probability
- Replies: 1
- Views: 97
joined recipe outputs dependent on probability
I don't really know how to put it all into one sentence. Hopefully I can properly explain what I wish to do. I also hope I haven't missed a previous post on this topic, but I found it hard to title this one and searching for someone else's title was proving difficult I wish that you could specify a ...