Search found 776 matches

by quyxkh
Tue Nov 12, 2019 2:19 pm
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 35
Views: 774

Re: Breaking change/fix: script.raise_event rework - opinions wanted

How about setting a "mod_raised" entry in event tables passed by mods, the name of the raising mod? Mod authors could then cheaply blacklist or whitelist or whatever to avoid trouble.
by quyxkh
Sat Nov 09, 2019 2:29 pm
Forum: Ideas and Suggestions
Topic: Calculate inserter arm positions only when the GPU or a mod wants them
Replies: 10
Views: 267

Re: Calculate inserter arm positions only when the GPU or a mod wants them

@quyxkh: Inserters don't swing in a perfect arc though. They chase items on belts and sometimes wait for the source/target to become unstuck. Does that still work? Worst case this only works for container-to-container swings, but I don't think inserters recalculate their target mid-swing, I think i...
by quyxkh
Fri Nov 08, 2019 7:53 pm
Forum: Ideas and Suggestions
Topic: Calculate inserter arm positions only when the GPU or a mod wants them
Replies: 10
Views: 267

Re: Calculate inserter arm positions only when the GPU or a mod wants them

That 92% touch-count reduction kept my monkey chattering until it came up with this: Swinging inserters go on a head-tail queue, simplest might be one for every connected-power-grids and delivered-joules-required combination. The list anchor has a what's-on-the-list summary and a count of how many j...
by quyxkh
Fri Nov 08, 2019 4:13 pm
Forum: Balancing
Topic: Difficulty setting to scale science costs/alter mid-game tedium
Replies: 20
Views: 626

Re: Difficulty setting to scale science costs/alter mid-game tedium

Yes, once you've got red/green science solved, the next challenge is to skill up so it's not just solved, it's trivial. Blue and gray demand some real competence at small-scale production and pose new problems for design, then purple and gold do it again with even more new problems to solve. If you ...
by quyxkh
Thu Nov 07, 2019 3:28 am
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 35
Views: 774

Re: Breaking change/fix: script.raise_event rework - opinions wanted

I don't understand
we have no way to verify anything given to us from script.raise_event
at all. It can't mean "we have no access to the arguments", it can't mean "we can't read or check the contents of lua tables". What can you do with burst parameters that you can't do with table entries?
by quyxkh
Thu Nov 07, 2019 3:09 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 98
Views: 3293

Re: UPS Wars 3 - Electronic Circuits

While I'm happy to see my map up there like that, and your ratios are much closer matches to the ones I get, I have to caution that the all.trains map in particular is bursty, and its first couple of minutes are in one of the ebbs, it's producing about 95-96k/min chips for that interval.
by quyxkh
Tue Nov 05, 2019 10:38 pm
Forum: Ideas and Suggestions
Topic: Calculate inserter arm positions only when the GPU or a mod wants them
Replies: 10
Views: 267

Re: Calculate inserter arm positions only when the GPU or a mod wants them

Power-out's already an exceptional condition, right? Worst case, in a brownout you have to fall back to per-tick inserter updates, I'd think it's just whenever the power supply changes that you have to recalculate the swing.
by quyxkh
Tue Nov 05, 2019 4:50 pm
Forum: Ideas and Suggestions
Topic: Calculate inserter arm positions only when the GPU or a mod wants them
Replies: 10
Views: 267

Calculate inserter arm positions only when the GPU or a mod wants them

Top lesson from the UPS Wars threads hasn't changed: inserter swings almost completely dominate production cost. I suspect it's because the engine updates the inserter arm position every tick, but why? There's no collision checks, arm position mid-swing is there for us humans to look at, right? So h...
by quyxkh
Tue Nov 05, 2019 2:31 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 98
Views: 3293

Re: UPS Wars 3 - Electronic Circuits

So, these aren't enough to vault me onto the leaderboards but I think they'll, uhh, carry their freight here. UPS.Wars.3.quyxkh.clocked.dispatch.pickup.trains.zip UPS.Wars.3.quyxkh.clocked.dispatch.all.trains.zip So I was thinking, why chase after every scrap of production and then try to control de...
by quyxkh
Mon Nov 04, 2019 4:56 pm
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 35
Views: 774

Re: Breaking change/fix: script.raise_event rework - opinions wanted

I don't see any material difference between checking the arguments when script.raise_event() gets a predefined event number and refusing to allow scripts to do that but then offering alternate ways for scripts to do exactly that.
by quyxkh
Sun Nov 03, 2019 3:24 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 98
Views: 3293

Re: UPS Wars 3 - Electronic Circuits

Oh.my.god. They're _clocking the output inserter on a boosted greenchip assembler_. And it's working. I trust at least some people besides just me will get a laugh at how chagrin-inducing this is for me. At least I know why I didn't think of it myself. I'm not going to try for Allaizn's mark, I choo...
by quyxkh
Sat Nov 02, 2019 4:52 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 98
Views: 3293

Re: UPS Wars 3 - Electronic Circuits

A note: i was just so proud of myself when I figured out how to lose the internal buffer chests in my layout. Learned two things: (1) it's _slower_, and (2) long stretches of open belt seem are not negligibly cheap, replace them with neathie pairs for a noticeable bump. I won't make DaveMcW time the...
by quyxkh
Fri Nov 01, 2019 10:43 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 98
Views: 3293

Re: UPS Wars 3 - Electronic Circuits

I started out with quyxkh's design and initially only wanted to make a few minor improvements, but I ended up rebuilding most of it. I loaded it up and the instant I saw your production cell I knew I was beat. quyxkh: "I don't need no stinking cars". allaizn: " this is how you use a car." Everythin...
by quyxkh
Fri Nov 01, 2019 8:00 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 98
Views: 3293

Re: UPS Wars 3 - Electronic Circuits

Okay, here's a second tuneup, stripped the rest of the excess capacity for an extra few percent and made the layout a little more retry-friendly just so it looks better while running, the retry dispatching itself is better than anything else I've thought of to try. Dedicated trains = excess capacity...
by quyxkh
Wed Oct 30, 2019 3:07 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 98
Views: 3293

Re: UPS Wars 3 - Electronic Circuits

Here's a first shot at it, it's not pretty but it seems to be playing in the right ballpark. Perhaps notable, it uses cs5.5 assemblers, and trains. I love trains. Screenshot from 2019-10-30 08-05-06.jpg snap@T4045343=8784x14192+1058-109.75,z2.jpg edit: added a ~5% tuneup, stripped some of the excess...
by quyxkh
Fri Oct 11, 2019 3:42 am
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 39
Views: 1342

Re: 0.17.xx optimizing base for ups

You're using Dijkstra even for single-stop stations?
by quyxkh
Thu Oct 10, 2019 2:37 pm
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 14914

Re: Version 0.17.69

Apple is mostly great at making popular already invented technologies (by, among other things, mercilessly cutting anything not deemed important to the design). To be fair, if you don't know what to do with what you've got, what's the point? Xerox had no fucking clue. Jobs knew what he was looking ...
by quyxkh
Tue Oct 08, 2019 11:39 pm
Forum: Duplicates
Topic: [0.17.69] Electric energy interface not drawing power from accumulators
Replies: 14
Views: 475

Re: [0.17.69] Electric energy interface not drawing power from accumulators

When I want a power drain that will draw down accumulators I use a Big Bank o'Beacons.
by quyxkh
Mon Oct 07, 2019 6:01 pm
Forum: Gameplay Help
Topic: Train fuel load system
Replies: 15
Views: 658

Re: Train fuel load system

fuel drop off stations […] that is simpler than running a logistic signal True, but you can't retrofit additional fuel-drop stops into existing designs, this fits into many existing stop setups. I do lean to the wildly-overengineer-everything-then-boil-out-all-the-nonsense style and that design bar...
by quyxkh
Mon Oct 07, 2019 1:56 pm
Forum: Ideas and Suggestions
Topic: Providing PowerPC builds
Replies: 6
Views: 241

Re: Providing PowerPC builds

[…]it's arguably better to have a bad experience than none at all. Sure, if you look only at the good parts for the four people who might run this, but the pain/gain ratio for development work on it, considering everyone affected, is all but literally insane. Work the devs do on the x86 build helps...

Go to advanced search