Search found 22 matches

by mOoEyThEcOw
Sat Jan 11, 2020 6:07 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 33294

Re: Friday Facts #329 - Campaign reassessment

My only comment on the current plan is that I think branching the Purple and Gold science and then bringing them together for the rocket would be a better way to organize it. Both because it lets people make a choice during the campaign (that is often made during free-play) and because I think it le...
by mOoEyThEcOw
Fri Jan 12, 2018 10:06 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372228

Re: Friday Facts #225 - Bots versus belts (part 2)

On the question of belt throughput, I made a suggestion thread , for an idea of launches. Basically use artillery cannons to shot items through the base. Make them constant through put like belts, and make it so they can't cross, like belts. This could be a solution to managing the through put probl...
by mOoEyThEcOw
Fri Jan 12, 2018 10:01 pm
Forum: Ideas and Suggestions
Topic: Launches, a belt throughput structure
Replies: 0
Views: 905

Launches, a belt throughput structure

TL;DR A solution to increasing the throughput of belts over distances to be on the same order of magnitude of bots, while retaining the unique characteristics of belts. A giant artillery cannon that shoots items between each other. What ? One of the ideas I came up when I thought about making my ow...
by mOoEyThEcOw
Tue Nov 28, 2017 10:09 pm
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 32666

Re: Friday Facts #218 - Import bpy, Export player

Can you 'please' make a way to call a secondary custom program that is fed data via stdin of what colors should be set at any given location with a documented interface? That sounds good. Although thats a Linux solution, generally just providing an Interface and let Manufacturers or the Community d...
by mOoEyThEcOw
Fri Aug 25, 2017 2:57 pm
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 39416

Re: Friday Facts #204 - Another day, another optimisation

Max S. wrote:@pleegwat, yes sure an Structure of Arrays is the more natural choice. But as a hack to see how it changes the memory it was quite effective.
Except memory was never the problem; runtime performance is. Packing structs into unaligned values would decrease runtime performance. It's not relevant.
by mOoEyThEcOw
Sat Aug 19, 2017 7:41 pm
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 39416

Re: Friday Facts #204 - Another day, another optimisation

Have you considered using PLF Colony ( http://plflib.org/colony.htm )? PLF Colony is an unordered container that basically has most benefits of std::vector (memory locality) and std::list (O(1) insert and remove). +1 to this one. Avoid rolling your own data structures is always a good rule, and thi...
by mOoEyThEcOw
Mon Jul 17, 2017 1:03 am
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 67977

Re: Friday Facts #198 - Rail segment visualisation

struct ItemStack { ItemCountType count; ItemID id; union{ float damage; // for progress bars like ammo, armor, damaged buildings, ... Item* item; // dynamically allocated classed based on the item type } }; I second that, that is quite efficient. Probably even better because Item probably uses a bu...
by mOoEyThEcOw
Sat Jul 08, 2017 10:19 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 67977

Re: Friday Facts #198 - Rail segment visualisation

People forget the authors are not in the U.S. and that algorithms like SHA are under arms export control laws. SHA may not be a legally viable option for a commercial product. Dat level of optimization :D I really wonder if it would make any difference. Please keep us updated! If each operation take...
by mOoEyThEcOw
Fri Jun 30, 2017 10:22 pm
Forum: News
Topic: Friday Facts #197 - Chugging along
Replies: 12
Views: 10792

Re: Friday Facts #197 - Chugging along

And I was just looking for a sample outline of class inheritance for a project (how the "is_a" rule is applied in a real production). Are different template implementations (ex. class dialog<>) considered inheritance though? Generally no, if you look at the doxygen picture they posted the...
by mOoEyThEcOw
Fri Jun 23, 2017 8:47 pm
Forum: News
Topic: Friday Facts #196 - Back on track
Replies: 42
Views: 22620

Re: Friday Facts #196 - Back on track

Why is all the code so closely coupled? Isn't it good design to loosely couple stuff? Especially between GUI and networking stuff, that sounds crazy. It's probably not closely coupled. It's just not orthogonally uncoupled. This is basically about prioritizing tradeoffs, but in a more granular way, ...
by mOoEyThEcOw
Sat May 13, 2017 7:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 40228

Re: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile

Or they could treat it like a network (a concept that they already have), convert it to a flow graph, and not simulate the heat pipes at all (unless they need an instantaneous number to give to the player). Then they could screw around with the numbers all the want without worrying about how the si...
by mOoEyThEcOw
Sat May 13, 2017 2:36 am
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 40228

Re: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile

Or they could treat it like a network (a concept that they already have), convert it to a flow graph, and not simulate the heat pipes at all (unless they need an instantaneous number to give to the player). Then they could screw around with the numbers all the want without worrying about how the sim...
by mOoEyThEcOw
Sat May 13, 2017 12:38 am
Forum: Balancing
Topic: [0.15] Research pack changes - too complex/difficult
Replies: 20
Views: 9895

Re: [0.15] Research pack changes - too complex/difficult

I think the idea is to encourage people to spend more time with mid game technologies. A lot of stuff only requires reds and greens. I often build a red/green/military science facility, and then build out my train network and build a whole new science facility before I get any blue or above. The con...
by mOoEyThEcOw
Thu May 11, 2017 6:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 40228

Re: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile

The implementation was actually bugged. Temps were hotter where they should have been colder. Temps at the far ends of heat pipes were hotter than the reactor, etc. Missed that, hence why I said "may" not be a bug. It is placed under "Resolved For next release" so, it is fixed. ...
by mOoEyThEcOw
Thu May 11, 2017 10:13 am
Forum: Balancing
Topic: Inserter drop point inconsistency
Replies: 40
Views: 14096

Re: Inserter drop point inconsistency

BenSeidel wrote:
leoch wrote:That's not the way code optimisation works.
Additionally, One optimisation may increase code speed, but in the presence of another optimisation, decrease code speed.
Exactly, without the code base, there is no way for us to know what optimizations do what.
by mOoEyThEcOw
Thu May 11, 2017 9:59 am
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 40228

Re: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile

A bad or unclear design or implementation isn't a bug. It's just working as designed, albeit not working in a way that the end user/player understands. Strictly speaking, if heatpipes are designed to work directionally, this wasn't a bug, but it does leave a lot of room for improvement in terms of ...
by mOoEyThEcOw
Wed May 10, 2017 4:02 am
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 40228

Re: [0.15.1] Non-Conducting heat pipes after 60 tile

I was mainly describing something which would potentially take a minimal amount of effort to implement. I'm not entirely sure if the fluid system would actually work plausably for this, since it is intended for there to be a distance limit for heat transfer; fluids don't have any concept of distanc...
by mOoEyThEcOw
Wed May 10, 2017 3:05 am
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 40228

Re: [0.15.1] Non-Conducting heat pipes after 60 tile

... Or since there are only sources and sinks they could use some basic network flow algorithms, with a simple update step that involved only updating the connected buildings (or a pipe on demand when hovered). There are even versions that can be updated in place (although the algorithms are only O...
by mOoEyThEcOw
Tue May 09, 2017 6:24 am
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 40228

Re: [0.15.1] Non-Conducting heat pipes after 60 tile

I'm sure the devs are aware of this, but for reason we don't know they have decided to postpone addressing that problem for now. I guess there is some deeper problem with the design of heat pipes that would need considerable effort to fix; and either the devs are not sure yet how to fix it properly...
by mOoEyThEcOw
Tue May 09, 2017 1:34 am
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 40228

Re: [0.15.1] Non-Conducting heat pipes after 60 tile

There is something wrong with the design of the system , we are aware of this, the mechanic of the heat transfer isn't clear, from a gameplay perspective it isn't working well However the actual implementation is working as intended, it was written to act as it is acting, and thus there is no bug. ...

Go to advanced search