Search found 268 matches

by pleegwat
Wed Oct 10, 2018 3:58 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 39925

Re: Friday Facts #263 - Trains in blueprints

When you make super UPS optimized factories and use assemblers with direct insertions between trains. Inserters and assemblers have all odd numbered width and rails can only bee and even amount of tiles between them, so you may need to use cars/tanks that have an even numbered width. you can place ...
by pleegwat
Sat Oct 06, 2018 10:43 am
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 39925

Re: Friday Facts #263 - Trains in blueprints

Rather than (or as part of) logistics cargo wagons, I think you would want to have logistics train stations. The idea would be that the station controls the logistics role played by the wagons, so the same wagon would act as a requester chest at the requester station located near the mall, as a stor...
by pleegwat
Sun Sep 30, 2018 3:43 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 53471

Re: Friday Facts #262 - Hello my name is: Compilatron

Recommend taking those map settings, making them into a scenario and then having a scenario specific behavior for biter which sees them landfill slowly towards the player (and later you can use shallow water). This would be mod agnostic as the scripts can be in the scenario. After 0.17 is out, ther...
by pleegwat
Tue Sep 25, 2018 8:43 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 119034

Re: Friday Facts #260 - New fluid system

That's the graph theory approach. Based on full physics, I'd expect resistance and inertia to at least put them closer together, though I'm being too lazy to do the math right now.
by pleegwat
Thu Sep 20, 2018 5:08 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 119034

Re: Mathematical Optimization for a fluid system

Next none of the sources or drains are constant. They produce or consume a set volume in a single tick and then pause. So there never is balance point to reach. I'm not sure that assumption is necessarily valid. Assembler progress each tick is already dependent on the amount of power satisfaction t...
by pleegwat
Wed Sep 19, 2018 4:57 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 119034

Re: Friday Facts #260 - New fluid system

On the one hand, I think the aquaduct/open channel approach fits the game better than a pressurized pipe system. Pressurized pipes end up too close to the electrical system for my liking. That may be realistic, but is it fun? On the other hand, I think behaviour should match visualization. Current v...
by pleegwat
Mon Sep 17, 2018 5:15 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 119034

Re: Friday Facts #260 - New fluid system

I'm sure a physicist will be along shortly to tell me how wrong I am. Sorry about that ;) No really you were not wrong, but that speed of sound thing applies to the case where the pipes are always filled with no air holes. This may be a bit more realistic, but makes the pipes rather boring to watch...
by pleegwat
Sun Sep 16, 2018 9:12 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 119034

Re: Friday Facts #260 - New fluid system

The main issue I see is a very low reaction speed. That's a real thing; If I remember correctly it's related to the speed of sound in the liquid. Looking at the nearest neighbours on the previous tick gives you a speed of 60 tiles per second. Google gives me real speeds of 1000-1500 m/s for common ...
by pleegwat
Sat Sep 15, 2018 6:29 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 119034

Re: Friday Facts #260 - New fluid system

@vxsote, isn't flow speed limited by the speed of sound in the fluid in question?
by pleegwat
Mon Sep 10, 2018 3:56 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 42480

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

Oktokolo wrote:I don't think, there is anyone in the "worm attacks should not be dodgeable" camp.
I suspect player position is not kept sufficiently synchronized to allow for dodging attacks.
by pleegwat
Tue Sep 04, 2018 4:48 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 110
Views: 51202

Re: Friday Facts #257 - NPE/Campaign update

I assume that's units of weight of hydrogen? Since hydrogen is a gas even at cryogenic temperatures, you'd have to compare it by volume instead. Which puts its energy content below propane even before you consider that propane liquefies under reasonable pressure.
by pleegwat
Mon Aug 27, 2018 4:09 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 110
Views: 51202

Re: Friday Facts #257 - NPE/Campaign update

I have more interest in implementing Deep Water Sites, which cannot overbuild with landfill and you have to build (much more expensive) bridges instead. On the bridges should only railtracks and electricpoles be allowed to build, no assemblers or similar stuff And belts. And probably rail signals? ...
by pleegwat
Sun Aug 26, 2018 9:59 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 110
Views: 51202

Re: Friday Facts #257 - NPE/Campaign update

If nowhere else, I'm sure shallow water could be used in custom campaigns (made in the improved map editor).
by pleegwat
Sat Aug 25, 2018 10:33 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 110
Views: 51202

Re: Friday Facts #257 - NPE/Campaign update

It's good to have nuclear fuel more accessible, but I don't think Kovarex needs the love. Nuclear fuel reprocessing does. It's too easy to skip reprocessing because it's expensive and simply doesn't give any U235. What good is a tech that gives you more U238 when the stockpiles are already overflow...
by pleegwat
Fri Aug 24, 2018 6:53 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 110
Views: 51202

Re: Friday Facts #257 - NPE/Campaign update

Considering the escape pod, it could also be campaign-only, and have freeplay not have a victory condition at all.
by pleegwat
Fri Jul 06, 2018 5:19 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 56859

Re: Friday Facts #250 - Dead end conclusion

The functionality of automatic blueprint library sharing in multiplayer is removed. The "shared blueprints" panel is removed. Blueprints and blueprint books in multiplayer will be shared by manually trading the items or by linking them in the chat. Blueprints or books linked in the chat c...
by pleegwat
Sat Jun 23, 2018 10:14 am
Forum: Releases
Topic: Version 0.16.50
Replies: 22
Views: 25247

Re: Version 0.16.50

(2-2).(2^(2^2)).((2+2*2*2)^2)/2 :) WOW! That was really a nice calculation. You are looking at everything in the form of binary(2). Are you from Matrix? :D Wrong assumption leads to wrong answer :) I am not sure what does this mean. (2-2)=0 (2^(2^2))=2^4=16 ((2+2*2*2)^2)/2=((2+8)^2)/2=(10^2)/2=100/...
by pleegwat
Sun Jun 17, 2018 6:12 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 140
Views: 64180

Re: Friday Facts #247 - Pricing and its exploits

ske wrote:In a 3D-game however I assume that the requirements on a good terrain are much much higher and an automatic generator would probably fail badly.
Having only one map will eventually cause them problems as well, mainly for replayability. Supporting custom maps may help.
by pleegwat
Sat Jun 16, 2018 1:07 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 140
Views: 64180

Re: Friday Facts #247 - Pricing and its exploits

Quite apart from whether satisfactory could simulate and render a megabase, I am unsure on whether it offers the tools to build one. If there are no blueprints, or terrain is too irregular to deploy them at scale, building a megabase will get quite impractical.
by pleegwat
Fri Jun 08, 2018 3:52 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 63075

Re: Friday Facts #246 - The GUI update (Part 3)

chris13524 wrote:Also, next to the seed, there is a...shuffle button? I guess that's OK if you think about it enough, but perhaps the circular arrow would be better?
Circular arrow means reload, which makes some sense. How about a pair of dice, or is that too icony?

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