Search found 190 matches

by pleegwat
Sun Apr 04, 2021 7:57 pm
Forum: Modding help
Topic: Decomposed ingredients list (total raw)
Replies: 6
Views: 353

Re: Decomposed ingredients list (total raw)

The idea is you store that you haven't processed the wooden chest yet, so you recursively determine the fuel value of a wooden chest before returning to whatever you were doing.
by pleegwat
Sun Apr 04, 2021 12:42 pm
Forum: Modding help
Topic: Decomposed ingredients list (total raw)
Replies: 6
Views: 353

Re: Decomposed ingredients list (total raw)

However, it seems to be quite complicated to get a list of all items that may contain wood (and the total amount of wood) -- especially as the game builds such a list by itself anyway. Is there any shortcut I could use? No, the only way is to build the list yourself. I'm trying to do that now! Not ...
by pleegwat
Wed Dec 30, 2020 12:03 pm
Forum: Modding help
Topic: Roboport recharging animations (colors)
Replies: 6
Views: 412

Re: Roboport recharging animations (colors)

Further research: What happens with 2 modded roboports with different visualisation?
by pleegwat
Sat Nov 14, 2020 2:13 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 52434

Re: Friday Facts #363 - 1.1 is getting close

Could the belt line tool be combined with setting cursor size to lay multiple parallel belts at the same time?
by pleegwat
Mon Nov 02, 2020 10:07 pm
Forum: Modding help
Topic: Changing pivot point of inserter arm?
Replies: 10
Views: 662

Re: Changing pivot point of inserter arm?

And if you lower the pipes themselves as well?
by pleegwat
Sat Oct 24, 2020 6:40 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 33642

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Round robin seems like a very bad idea if you have both producers and consumers of the good spread across the map, as it would cause trains to visit far-away stations because it is 'their turn' rather than preferring close ones, causing more material to be in transit and more network congestion. If ...
by pleegwat
Sat Oct 24, 2020 3:16 pm
Forum: Modding help
Topic: Rotatable labs?
Replies: 12
Views: 616

Re: Rotatable labs?

How about pass-through steam connections on all sides, like on the uranium miner? Of course this simplifies the player's routing puzzle as well since they would no longer need to route a separate pipe through each lab.
by pleegwat
Tue Aug 25, 2020 4:42 pm
Forum: Modding discussion
Topic: Would this be possible?
Replies: 3
Views: 317

Re: Would this be possible?

Note there are tricks you can do to perform some of these: Addition is done by connecting multiple wires (possibly isolating signals via +0 or *1) Subtraction via multiply by -1 and addition. Squaring is straightforward via (each * each). Multiplication can be done as ((A + B)² - A² - B²) / 2; make ...
by pleegwat
Thu Aug 13, 2020 6:33 pm
Forum: Modding help
Topic: Tenders.
Replies: 11
Views: 626

Re: Tenders.

mrvn wrote:
Thu Aug 13, 2020 3:43 pm
Since water has no fuel value the water locomotive wouldn't consume any
Though historically there were locomotives which ran on only (superheated) water

https://en.wikipedia.org/wiki/Fireless_locomotive#Steam
by pleegwat
Mon Aug 10, 2020 3:33 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 11764

Re: Friday Facts #358 - Alien decoratives & Polluted water

Currently solar panel yield is calculated surface-wide. Accounting for smog would necessitate moving it to per-chunk, or recalculating the baseline yield for the surface whenever the pollution in a chunk with solar panels changes.
by pleegwat
Fri Apr 24, 2020 3:32 pm
Forum: Ideas and Requests For Mods
Topic: Ammo Level Indicator
Replies: 3
Views: 482

Re: Ammo Level Indicator

If you feed the turret from a chest, you could then use the circuit network to read the amount of ammo in the chest. Does mean there's an amount of ammo you're not seeing, and there's more ammo in the system.
by pleegwat
Fri Apr 17, 2020 3:51 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 9068

Re: Friday Facts #343 - Environmental particle effects

valneq wrote:
Fri Apr 17, 2020 3:47 pm
I really like the vegetation crawling out of the gaps in the tiles – makes it feel more aged and alive.
In that case, shouldn't the vegetation be initially removed and come back up through the cracks over time? Of course to a lesser degree the more often the path is used.
by pleegwat
Fri Feb 21, 2020 3:46 pm
Forum: Modding help
Topic: Desync-safe generated coordinates list?
Replies: 5
Views: 380

Re: Desync-safe generated coordinates list?

You can make it slightly faster by eliminating the math.sqrt() (sorting on the square of the distance instead) since that's equivalent.
by pleegwat
Sat Jan 25, 2020 8:43 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 29187

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

"The nodes are related to segments with extra information about travel direction. Edges are related to segment connections (transitions)" I see. So, if I understand correctly, most of these cases arise from fact that train can be "in the middle" of some edge of graph on which pa...
by pleegwat
Wed Dec 25, 2019 9:25 pm
Forum: Modding help
Topic: Detect collision with cliffs
Replies: 12
Views: 699

Re: Detect collision with cliffs

Could you detect the fact the vehicle has been standing still for more than, say, a second?
by pleegwat
Sun Dec 01, 2019 1:22 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 30772

Re: Friday Facts #320 - Color correction

alexk wrote:
Sat Nov 30, 2019 9:25 pm
Bumping.
Can't wait to try it out.
ETA please? :shock:
Not before January, so that the devs can relax during the Christmas holidays just like everone else.
by pleegwat
Mon Nov 25, 2019 7:09 pm
Forum: Won't implement
Topic: API returning index of the player the code is running on
Replies: 12
Views: 1044

Re: API returning index of the player the code is running on

I think the ideal solution would be allowing for LUA to run in the UI layer (where all current LUA runs in the game layer). All function calls or structure writes from the UI to the game layer would have to be synced, but the UI layer itself could stay local. In turn, the game layer would no longer ...
by pleegwat
Fri Nov 22, 2019 5:22 pm
Forum: Modding interface requests
Topic: Recipes with probabilities better handling
Replies: 7
Views: 643

Re: Recipes with probabilities better handling

I think this mainly applies to low-volume high-value recipes. And then particularly cases where a high-value catalyst has a chance to decay - 90% outcome A and 10% outcome B becomes 9% both and 9% neither, and that's particularly punitive if it happens on the first craft. The question is though, wha...
by pleegwat
Tue Nov 19, 2019 5:27 pm
Forum: Modding discussion
Topic: Proposal: Factory Metrics
Replies: 5
Views: 676

Re: Proposal: Factory Metrics

Average distance any item is transported in its lifetime. This is a great one. It might be difficult to implement since the "life" of an item is difficult to define when it enters a stack. Maybe a way to implement this would be to measure the paths between the assemblers in a supply chain...

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