Just to be sure, I rechecked the period of the RNG setup, it's 2147483647*536870911*268435455, i.e. (2**31-1)*(2**29-1)*(2**28-1), roughly utilizing the full 88-bit state. There isn't a period-related weakness.
I was thinking on predicting enough future states quick enough so that they can be used ...
Search found 262 matches
- Thu Jul 09, 2026 3:11 am
- Forum: General discussion
- Topic: Towards a newer, better space casino in 2.1
- Replies: 10
- Views: 1464
- Thu Jul 09, 2026 2:42 am
- Forum: General discussion
- Topic: Legendary Skull of Death, and the case for Legend Science
- Replies: 12
- Views: 1211
Re: Legendary Skull of Death, and the case for Legend Science
Since items are quality-tiered, I suggested once to have (some) tech quality-tiered too. Quality tech has scaled bonus values, have separated levels, and can only be researched with bottles of the corresponding quality. Like having Legendary Mining Productivity give +25% productivity.
Could keep it ...
Could keep it ...
- Wed Jul 08, 2026 1:27 pm
- Forum: General discussion
- Topic: Towards a newer, better space casino in 2.1
- Replies: 10
- Views: 1464
Re: Towards a newer, better space casino in 2.1
Very interesting idea, but I wonder if getting full control over RNG is feasible at all. It might make more sense to use approximate knowledge of the RNG state to increase quality results, on average, instead of aiming for perfect results.
I'm thinking something like counting cards in blackjack ...
- Wed Jul 08, 2026 3:46 am
- Forum: General discussion
- Topic: Concrete should take 10 times less times to recycle or give back refined concrete loop
- Replies: 33
- Views: 3077
Re: Concrete should take 10 times less times to recycle or give back refined concrete loop
+1 on fixing. It's more inconsistency than balancing to me, and it's not just concrete. At least battery and rail are also affected.
- Wed Jul 08, 2026 3:42 am
- Forum: General discussion
- Topic: Towards a newer, better space casino in 2.1
- Replies: 10
- Views: 1464
Towards a newer, better space casino in 2.1
I fired up ghidra and researched for random number manipulation possibilities again in 2.1, and found interesting changes. In short, the global quality / additional product RNG is now shared by much fewer, and much more predictable things. And with the addition of universal signals, TAS-style random ...
- Fri Jul 03, 2026 12:15 pm
- Forum: General discussion
- Topic: Peace with aliens in 2.1?
- Replies: 3
- Views: 851
Peace with aliens in 2.1?
I remember worms on shore spitting on my island base for no reason in 2.0, but in 2.1 they seem much more peaceful:
https://i.ibb.co/5ggrM0zj/a.jpg
The miner above is in the nearby worm's range (it got spat on when I was constructing it). But when it's kept running, the nearby nest just ignores ...
https://i.ibb.co/5ggrM0zj/a.jpg
The miner above is in the nearby worm's range (it got spat on when I was constructing it). But when it's kept running, the nearby nest just ignores ...
- Fri Jul 03, 2026 4:23 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 268
- Views: 30366
Re: Please, DO NOT remove space casino
When EM plant is full, then recycler starts to accumulate the stuff it can't put in into its own slots.
These ones can be extracted via inserter into a side buffer.
It still can clog, since chests are finite, but the ~10K chip buffer is enough to make it quite rare.
If you really want to avoid ...
- Thu Jul 02, 2026 5:36 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 268
- Views: 30366
Re: Please, DO NOT remove space casino
For upcycling blue chips you can do: quality on recyclers, assemblers or both.
While you are below 300% productivity, it's better to hit 300% with modules, so you have to put quality modules on recyclers.
Once you reach 300% productivity on assembler, you can put some quality into assembler as ...
- Tue Jun 30, 2026 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Mark yumako and jelly trees as tall entity
- Replies: 0
- Views: 131
Mark yumako and jelly trees as tall entity
As in the title, I'm rebuilding Gleba from an old save and found that I can't remove a belt behind trees that I'd rather keep while I'm still rebuilding.
- Mon Jun 29, 2026 12:57 pm
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 268
- Views: 30366
Re: Please, DO NOT remove space casino
You don't put quality on processing units once they hit 300% productivity. So if you did 300% with -20% speed, it's going to look the same as 300% with 125% speed and so on because you just print 4 chips per recipe.
Even then it isn't a free lunch though because the ratio of parts coming back ...
- Mon Jun 29, 2026 10:55 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 268
- Views: 30366
Re: Please, DO NOT remove space casino
It was just one example out of many giving you both (copper and iron) base resources and which can be created in cryogenic plant (meaning there is 8 + 4 modules in one loop). Roughly speaking EM plant, biochamber or foundry gives you 2 "free" module slots because its productivity is equivalent of ...
- Mon Jun 29, 2026 10:48 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 268
- Views: 30366
Re: Please, DO NOT remove space casino
It didn't happen yet the chests got full with green circuits only - until now, recycler result was sufficiently balanced. To make it bullet proof, it's necessary to destroy stuff from these buffers, yes. Since there is already trash removal for many other material, it's just an entry in some ...
- Mon Jun 29, 2026 9:41 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 268
- Views: 30366
Re: Please, DO NOT remove space casino
It's already built in. Clogging by too much intermediates cannot happen, because consumption is always faster than production of these intermediates. There's no intermediate disposal required, it's intermediate production prevention needed. It's a tiny wire from the main belt (read hold all belts ...
- Mon Jun 29, 2026 8:25 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 268
- Views: 30366
Re: Please, DO NOT remove space casino
My main point is that another mode is in fact a grind. Without space casinos, there are no other ways around to produce legendary calcite and coal than just grind them directly with moduled miners.
Certainly there is.
Or, actually you don't need it in the first place. The only solid product ...
- Mon Jun 29, 2026 7:57 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 268
- Views: 30366
Re: Please, DO NOT remove space casino
Maybe it is my comprehension skills failing me here, but i was under the impression that battery was choosen because it's on purpose a material that do not benefit any research, so it would need to be compared with methods available for players at the same time aka without research if we want to ...
- Sun Jun 28, 2026 12:57 pm
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 268
- Views: 30366
Re: Please, DO NOT remove space casino
Legendary science only really made sense as a UPS optimization to avoid using bots on the cargo landing pad though, right? The unloading bay from #443 satisfies that need.
Legendary science is the main legendary material sink. If one wants to build sustained legendary production, it's a natural ...
- Sat Jun 27, 2026 8:54 am
- Forum: Gameplay Help
- Topic: What is the Circut Condition for the Presence of a Space Platform?
- Replies: 1
- Views: 432
Re: What is the Circut Condition for the Presence of a Space Platform?
You can get it:
- From the rocket silo reading platform request, by requesting something improbable from each platform, like a rare jelly or an epic barrel of light oil.
- In 2.1 by checking planet arrival (planet signal == 3 when reading both source and destination) from the platform and ...
- From the rocket silo reading platform request, by requesting something improbable from each platform, like a rare jelly or an epic barrel of light oil.
- In 2.1 by checking planet arrival (planet signal == 3 when reading both source and destination) from the platform and ...
- Thu Jun 25, 2026 11:24 am
- Forum: Combinator Creations
- Topic: [2.1.7] PoC module-efficient bot mall
- Replies: 0
- Views: 265
[2.1.7] PoC module-efficient bot mall
With the new input/output separation, I'm able to make a tiny bot mall that should be able to produce most non-chemistry stuff using only 13 productivity modules and 1 beacon (which you could substitute with quality stuff with great gains):
https://i.ibb.co/Kc6kHd2B/a.png ...
https://i.ibb.co/Kc6kHd2B/a.png ...
- Wed Jun 24, 2026 2:33 am
- Forum: General discussion
- Topic: Too many last minute changes?
- Replies: 47
- Views: 4595
Re: Too many last minute changes
Railgun shooting speed fixes was done and merged 3/3/2026.
Well, we can't really `git log` or `git checkout` it so the merge time doesn't matter. I said the last minute thing is mostly a feeling caused by the FFF-beta-release timing. It's more "unprepared for" than "last minute".
- Wed Jun 24, 2026 2:11 am
- Forum: General discussion
- Topic: Too many last minute changes?
- Replies: 47
- Views: 4595
Re: Too many last minute changes
In my opinion, the "last minute changes" are mostly things not mentioned in FFF:
- Basic asteroid crushing change
- Hazard concrete change
- Railgun shooting speed change
- etc.
Since there wasn't an announcement in the previous FFF, I expected there will be another FFF before beta release, which ...
- Basic asteroid crushing change
- Hazard concrete change
- Railgun shooting speed change
- etc.
Since there wasn't an announcement in the previous FFF, I expected there will be another FFF before beta release, which ...