Search found 2568 matches

by DaveMcW
Sat Jan 12, 2019 11:16 pm
Forum: Modding discussion
Topic: What should be process in each tick? (Guide lines)
Replies: 1
Views: 48

Re: What should be process in each tick? (Guide lines)

The best way is to implement all 3 versions, then measure performance for each.
by DaveMcW
Fri Jan 11, 2019 4:29 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 96
Views: 7053

Re: Friday Facts #277 - GUI progress update

For me, Wave Defense became boring after I learned that Flamethrower turrets are overpowered and the answer to everything.
by DaveMcW
Fri Jan 11, 2019 3:42 pm
Forum: This Forum
Topic: Limit quote depth
Replies: 6
Views: 116

Re: Limit quote depth

To forum admin: this is where you change it.

nesting.png
nesting.png (48.1 KiB) Viewed 97 times
by DaveMcW
Thu Jan 10, 2019 6:36 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 222

Re: Circle Intersection

The circle and all-chain-signal T should have the same throughput.

The T with optimal signals will be slightly better.
by DaveMcW
Wed Jan 09, 2019 11:09 pm
Forum: Gameplay Help
Topic: Stuck in mission after building radars
Replies: 4
Views: 88

Re: Stuck in mission after building radars

You beat the last mission! There is nothing left to do in the "First Steps" campaign.

If you have the full version of the game you can start the "New Hope" campaign.
by DaveMcW
Mon Jan 07, 2019 10:56 pm
Forum: Modding help
Topic: OnTick questions
Replies: 1
Views: 46

Re: OnTick questions

I recommend using /measured-command to find the answer yourself.
by DaveMcW
Sun Jan 06, 2019 4:29 am
Forum: Gameplay Help
Topic: Trains are so @#*%&ing frustrating
Replies: 4
Views: 169

Re: Trains are so @#*%&ing frustrating

You have a rail signal somewhere down the track. Train stops can only be placed on the same side of the track as a rail signal.

However, it looks like the signal checker does not work perfectly, and you can trick it in certain cases.
by DaveMcW
Sat Jan 05, 2019 11:10 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11323

Re: Friday Facts #276 - Belt item spacing & Script rendering

With items 8 pixels wide, moving at 4 pixels/tick, it is impossible to tell what direction they are going. They just oscillate back and forth.

At even faster speeds the belt appears to go backwards.
by DaveMcW
Sat Jan 05, 2019 8:02 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11323

Re: Friday Facts #276 - Belt item spacing & Script rendering

Here is a 45 items/s throughput detector. If the belt is running at full speed, it outputs negative numbers (or zero). If the belt has gaps or stutters, it outputs positive numbers equal to the size of the gap in pixels. 0eNqlVduumzAQ/JXIjxW0hFyL+tLvqI6QwZvDSmAje4lOFPHvXUOTkJPQQPsCwqxndmZ8OYusbKC2qE...
by DaveMcW
Fri Jan 04, 2019 7:34 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11323

Re: Friday Facts #276 - Belt item spacing & Script rendering

Allaizn wrote:
Fri Jan 04, 2019 4:15 pm
you will have trouble finding the correct blueprint on the sharing sites
That's not a bug, it's a feature.
by DaveMcW
Fri Jan 04, 2019 5:17 pm
Forum: Modding help
Topic: Assembly Machine Crafting Speed/Productivity
Replies: 4
Views: 115

Re: Assembly Machine Crafting Speed/Productivity

Code: Select all

data.raw["assembling-machine"]["assembling-machine-1"].crafting_speed = 0.5
by DaveMcW
Fri Jan 04, 2019 8:56 am
Forum: Modding interface requests
Topic: surface.total_pollution read
Replies: 7
Views: 177

Re: surface.total_pollution read

Evolution only adds up pollution, it doesn't subtract when it is absorbed by tiles.
by DaveMcW
Fri Jan 04, 2019 12:02 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 450
Views: 19992

Re: Friday Facts #275 - 0.17 Science changes

Dune wrote:
Thu Jan 03, 2019 11:37 pm
These changes "should" take another year of testing. As you're essentially making a new tech tree.

Don't worry, I'm sure we are still a year away from launch. :lol:

And the old tech tree definitely needed fixing.
by DaveMcW
Thu Jan 03, 2019 11:43 am
Forum: Not a bug
Topic: [0.16.51] Arbitrary folder still used for game saves
Replies: 8
Views: 151

Re: [0.16.51] Arbitrary folder still used for game saves

Saves are not application data, they are user data.
by DaveMcW
Thu Jan 03, 2019 10:17 am
Forum: Modding help
Topic: Possible bug in get_contents() on LuaTransportLine
Replies: 4
Views: 63

Re: Possible bug in get_contents() on LuaTransportLine

Please post your full code. The line you included works fine.

Code: Select all

/c game.print(serpent.block(game.player.selected.get_transport_line(1).get_contents()))
by DaveMcW
Wed Jan 02, 2019 4:05 am
Forum: General discussion
Topic: Entity equations
Replies: 4
Views: 313

Re: Entity equations

He made up a language to describe how his factory works.

(You can see the same thing in game by pressing Alt, but don't tell him and spoil his fun.)
by DaveMcW
Wed Jan 02, 2019 3:54 am
Forum: Gameplay Help
Topic: [0.16.51] Tutorial Problem - no electric poles
Replies: 1
Views: 104

Re: [0.16.51] Tutorial Problem - no electric poles

Electric poles unlock after you put steam in the steam engine.
by DaveMcW
Sun Dec 30, 2018 4:05 am
Forum: Gameplay Help
Topic: Train path check on Intersections
Replies: 9
Views: 297

Re: Train path check on Intersections

Your intersection is too crowded to fit all the chain signals it needs. The only solution is to make it bigger and more spaced out.

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