Search found 174 matches

by Jupiter
Sun Mar 24, 2024 6:48 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 320
Views: 151698

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Hi all. I'm deciding between Factory planner and Helmod. Which one is better? Are there any significant differences?
by Jupiter
Thu Apr 09, 2020 7:09 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 25931

Re: Version 0.18.13

Changes Removed the utility slots (to create blueprint, book etc) from blueprint library as it is now available directly through quick tools menu. But wait, the shortcut bar actions to work with blueprints (create book, for example) is available only if Construction robotics technology is opened. W...
by Jupiter
Fri Jun 14, 2019 7:27 am
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 51547

Re: Friday Facts #297 - New resource icons

I don't know if this has been said but randomized ores have 1 major disadvantage: If belts aren't completely packed but for, say 90%, then this is almost impossible to spot because you cannot see the distance between ores anymore. You could at least read the post before yours. You sound like a trol...
by Jupiter
Thu Jun 13, 2019 9:07 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 51547

Re: Friday Facts #297 - New resource icons

I don't know if this has been said but randomized ores have 1 major disadvantage:

If belts aren't completely packed but for, say 90%, then this is almost impossible to spot because you cannot see the distance between ores anymore.
by Jupiter
Thu Jun 13, 2019 8:51 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 27486

Re: Friday Facts #296 - All kinds of bugs

This reminds me of the 6 stages of debugging: 1 That can’t happen. 2 That doesn’t happen on my machine. 3 That shouldn’t happen. 4 Why does that happen? 5 Oh, I see. 6 How did that ever work? 7 Now it's working. Why the hell is it working? 8 Whatever. Push. 9 Opps. That broke something else. 10 GOT...
by Jupiter
Thu Jun 13, 2019 8:47 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 27486

Re: Friday Facts #296 - All kinds of bugs

Crashing on dereferencing null? Add a null check This is my life. I should let every collegue of mine read this. This is literally what happened to me a few weeks ago except that some other programmer before me didn't have his 'smart part of their brain' light up and simply added a null-check, kill...
by Jupiter
Sun May 05, 2019 1:32 pm
Forum: Not a bug
Topic: [0.17.36] Tooltip for blueprint book in quickbar not updated after adding a blueprint.
Replies: 0
Views: 678

[0.17.36] Tooltip for blueprint book in quickbar not updated after adding a blueprint.

I added a new blueprint to an old blueprint book (which I made in 0.16.xx somewhere). Then I noticed that the tooltip that appears when hovering over the blueprint book in the quickbar isn't updated. It isn't showing the new blueprint. The blueprint book was already in the quickbar before adding the...
by Jupiter
Sun Feb 10, 2019 4:26 pm
Forum: Show your Creations
Topic: Look at my colorful and chaotic factory
Replies: 4
Views: 4452

Re: Look at my colorful and chaotic factory

Rakshasa wrote:
Sun Feb 10, 2019 2:20 pm
Your factory is built big like it handles high volumes, yet you are using miniature cuck-trains?
Oh this is quite normal. I'm not sure what the idea behind it is but I know it's not uncommon, even for mega bases.
by Jupiter
Thu Feb 07, 2019 11:20 pm
Forum: Show your Creations
Topic: Look at my colorful and chaotic factory
Replies: 4
Views: 4452

Re: Look at my colorful and chaotic factory

Hahaha I love it!
Ultimate chaos at the 'core' there. There is barely any structure discernable.

I always build so orderly... its almost boring

Any numbers on rockets/min or spm?
by Jupiter
Sat Jun 23, 2018 12:47 am
Forum: News
Topic: Friday Facts #248 - Not Saturday Facts
Replies: 71
Views: 32617

Re: Friday Facts #248 - Not Saturday Facts

D*cks? I only see boobs, a belly and a mons pubis.
by Jupiter
Thu Apr 19, 2018 11:21 pm
Forum: Ideas and Suggestions
Topic: Bots with collision box and addressing the performance hit
Replies: 12
Views: 3817

Re: Bots with collision box and addressing the performance hit

Collision gets very expensive very fast: - Pick a bot - Move it - Did I hit bot 1? No. - Did I hit bot 2? No. ... - Did I hit bot 230301? yes! - Well golly gee I guess I'll back up a bit - wait a minute I hit another bot! - Welp Those CPU cycles add up fast. Seems like you haven't read about Quadtr...
by Jupiter
Thu Apr 19, 2018 1:03 pm
Forum: Ideas and Suggestions
Topic: Bots with collision box and addressing the performance hit
Replies: 12
Views: 3817

Re: Bots with collision box and addressing the performance hit

Zavian wrote:That is still much slower than no collision check.
As long as it is not problematic... it has the potential to solve the entire bots vs belts issue so there is a lot to gain here.
by Jupiter
Thu Apr 19, 2018 12:40 pm
Forum: Ideas and Suggestions
Topic: Bots with collision box and addressing the performance hit
Replies: 12
Views: 3817

Re: Bot nerve - Give bots a collision box

dood wrote:Has been suggested many times, not going to happen for performance reasons.
I added some suggestions for this as well in my post.

EDIT: ah, hahaha. I see what the major performance hit is. The actual collision check. Well then you might use things like quad-trees to speed this up.
by Jupiter
Thu Apr 19, 2018 12:34 pm
Forum: Ideas and Suggestions
Topic: Bots with collision box and addressing the performance hit
Replies: 12
Views: 3817

Bots with collision box and addressing the performance hit

After reading the FFF about belts vs bots I had an idea. I always thought it was strange that you can have a thousand bots on the exact same spot. This, in essence, makes them so good. My idea is twofold: 1. Give bots (only logistics bots) a small hitbox specific for airborne things (they cannot col...
by Jupiter
Thu Mar 23, 2017 2:44 pm
Forum: Gameplay Help
Topic: Killing BIG Nests
Replies: 16
Views: 23302

Re: Killing BIG Nests

If you have a power armor, put energy shields mk1 or better mk2 in it and get yourself a flame thrower. and then KILL THEM WITH FIRE :D Agreed! In addition: use exoskeletons (3-5) to kite the biters. This is how I do it. Or just, you know, use turret creep (put turrets closer and closer to the nest...
by Jupiter
Mon Mar 20, 2017 9:19 am
Forum: General discussion
Topic: Best way to play?
Replies: 7
Views: 4279

Re: Best way to play?

Is this a serious question? In that case: what are you hoping to hear from us? This is game is about, besides having fun, setting your own goals. So what do you want to achieve? Maybe we can think about the best way to reach a certain goal. Edit: Btw, welcome! I saw that you joined yesterday. This g...
by Jupiter
Wed Mar 15, 2017 7:52 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact refinery+beacon setup tileable in all directions
Replies: 5
Views: 14542

Re: Compact refinery+beacon setup tileable in all directions

Interesting! Intuitively it feels like too many beacons, what is the ratio of refineries per beacon? Wouldn't it be more efficient to put in more refineries and fewer beacons, or is that more difficult to tile? I'm not sure what you mean by too many. Do you mean that with more refineries you would ...
by Jupiter
Fri Feb 24, 2017 2:39 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: My 2RPM Train Megabase Tour
Replies: 4
Views: 4980

Re: My 2RPM Train Megabase Tour

Very well done sir! I like your base very much. Trains might even have a much higher throughput than belts do.
by Jupiter
Fri Feb 24, 2017 1:54 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact refinery+beacon setup tileable in all directions
Replies: 5
Views: 14542

Compact refinery+beacon setup tileable in all directions

Refinery builds always seem so chuncky to me so I decided to design a setup that is compact and has a lot of beacons to be more space efficient in terms of refining capacity per tile. It is also tileable in both directions. It has one input pipe for water and oil per column and it has 1 output pipe ...
by Jupiter
Wed Feb 22, 2017 11:48 am
Forum: Not a bug
Topic: [0.14.22] Can build on trees
Replies: 3
Views: 2138

Re: [0.14.22] Can build on trees

You're using a mod that reduces the collision box size of the tree and the solar panel. Remove those mods if you don't want that to happen. Thanks for the quick reply. To be clear. This did not happen before (as you can see from the older parts of my solar field). Something did change in the intera...

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