Search found 300 matches

by immibis
Tue Apr 16, 2019 6:15 am
Forum: Won't implement
Topic: Raise events by default
Replies: 4
Views: 213

Re: Raise events by default

Nobody would expect that calling entity.destroy() on a tree would cause their container entity to become invalid but if it raised an event then anything is possible.
In that case, how about raising an event after the current event handler is done?
by immibis
Wed Apr 26, 2017 8:05 am
Forum: General discussion
Topic: Getting rid of alien artifacts is a bad idea
Replies: 74
Views: 10659

Re: Getting rid of alien artifacts is a bad idea

It might seem just as obvious to simply remove the aliens, but the tricky thing is, that games need a variety of mechanics and systems. Not only to keep peoples' engagement, but also to stop the game feeling like a chore. The fact that there is a player character in the game to me seems even more s...
by immibis
Sun May 08, 2016 9:13 am
Forum: Ideas and Suggestions
Topic: ARM Architecture Server build
Replies: 3
Views: 1025

Re: ARM Architecture Server build

If you really did want a minimal server, here's what it would need to do: (Note: without the server running the game, you have little security against hackers) Coordinate new player connections (so when a player connects to the server, they really connect to one of the other players) Periodically do...
by immibis
Sun May 08, 2016 9:11 am
Forum: Ideas and Suggestions
Topic: Announce tech choices in multiplayer
Replies: 5
Views: 822

Re: Announce tech choices in multiplayer

bobingabout wrote:I still think the solution is to store research progress in the game.forces[].technology[] table with a new .progress variable.
You know the game data isn't actually stored in Lua variables, right?
by immibis
Sun May 08, 2016 9:10 am
Forum: Ideas and Suggestions
Topic: Active provider chest => Trash chest
Replies: 7
Views: 1604

Re: Active provider chest => Trash chest

Trash does not imply the item is destroyed. When I put stuff in my trash can, it is not destroyed. It does imply the item is unwanted, though. In the case of logistics trash slots, you don't want the item right now, even though you don't want it to be destroyed either. In the case of active provider...
by immibis
Sat May 07, 2016 4:05 am
Forum: Ideas and Suggestions
Topic: Another approach to Cable Resistance (with fluid network)
Replies: 27
Views: 3712

Re: Another approach to Cable Resistance

This is how RedPower 2's blutricity worked.

The problem is that you need lots of capacitance - because e.g. all the power you want to draw from a pole in a tick has to be stored in that pole.

But then it takes a really long time for all the poles to charge up/discharge.
by immibis
Wed Oct 21, 2015 6:45 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Long distance pipes and pumps
Replies: 37
Views: 247328

Re: Long distance pipes and pumps

Why do the pumps need to be at right angles? Why not just put them in a line, then connect the inputs and outputs together with pipes?
by immibis
Mon Sep 28, 2015 9:05 am
Forum: General discussion
Topic: Fix Your Netcode!
Replies: 18
Views: 14094

Re: Fix Your Netcode!

dee- wrote:I just don't understand why they have to use UDP, because every "tick" of the game can be sent out, but it does NOT have to be realtime.
Huh, why doesn't it have to be real-time? You do know that the game can't simulate a tick until it's received all the player input for that tick, right?
by immibis
Sun Aug 30, 2015 6:31 am
Forum: Ideas and Suggestions
Topic: Independent day/night cycles for each world
Replies: 8
Views: 4612

Re: Independent day/night cycles for each world

oLaudix wrote:
Wyrm wrote:
oLaudix wrote:How would you plan your solar then?
Carefully. They would require testing, to be sure, but what build doesn't?
Except if you randomize each planet you would have to test it every single time.
So?
by immibis
Wed Aug 19, 2015 9:14 am
Forum: Ideas and Suggestions
Topic: New logistic chest Type / Filtered logistic storage chests ☸
Replies: 15
Views: 18983

Re: Filtered logistic storage chests

Are you sure ssilk? This thread was originally for passive provider chests, which have been implemented. Filtered storage chests should probably have a different suggestion thread.
by immibis
Wed Aug 19, 2015 2:03 am
Forum: Railway Setups
Topic: Compact Tileable Train Station
Replies: 8
Views: 18543

Re: Compact Tileable Train Station

Missing a belt just under the top underground belt's exit?
by immibis
Sun Jul 26, 2015 9:33 am
Forum: Ideas and Suggestions
Topic: Water working
Replies: 4
Views: 910

Re: Water working

PTR2013 wrote:And a small boat of course, to get to the location where you want to build.
Unless you have to use robots to build it.
by immibis
Sat Jul 18, 2015 7:45 am
Forum: News
Topic: Friday facts #95 - 0.12 Release today
Replies: 106
Views: 43092

Re: Friday facts #95 - 0.12 Release today

hitzu wrote:What if to hide rail sleepers under the pavement?
Image
Ooh, fancy.
by immibis
Sat Jul 18, 2015 4:06 am
Forum: News
Topic: Friday facts #95 - 0.12 Release today
Replies: 106
Views: 43092

Re: Friday facts #95 - 0.12 Release today

I noticed you said the circuit network can be connected to the existing storage tanks, pumps and offshore pumps.

That is, there are not separate smart tanks and smart pumps.

Is this a temporary thing, or is this going to be the future direction of the circuit network?
by immibis
Sun Jun 21, 2015 4:08 am
Forum: Ideas and Suggestions
Topic: Self Driving Cars
Replies: 6
Views: 953

Re: Self Driving Cars

You could build roads and have the cars drive on the roads. But then you've just reinvented more compact trains.
by immibis
Wed May 20, 2015 8:51 am
Forum: Minor issues
Topic: Power production and accumulators
Replies: 1
Views: 3331

Re: Power production and accumulators

Agreed, this is silly and useless.
by immibis
Sun Apr 26, 2015 7:00 am
Forum: Releases
Topic: Version 0.11.22
Replies: 57
Views: 65512

Re: Version 0.11.22

The last bug report link is broken.
by immibis
Mon Apr 20, 2015 5:27 am
Forum: Ideas and Suggestions
Topic: Savegame technical suggestions
Replies: 9
Views: 1150

Re: Savegame technical suggestions

Technically a snapshot is needed. Cause a save can represent a game only after one tick. A copy-on-write would mean, that the game copies all chunks in one tick, then doing the save with the copy. While saving, it continues the game. With large maps, that copy will take a while. Snapshot can work s...
by immibis
Sat Apr 18, 2015 2:46 am
Forum: News
Topic: Friday Facts #82 - Optimisations
Replies: 58
Views: 29694

Re: Friday Facts #82 Optimisations

Could the "middle lane" be re-added with the new belt system? It seems a lot more natural than having all the items move to one side for no reason.
by immibis
Sat Mar 21, 2015 3:08 am
Forum: Balancing
Topic: vehicle upgrade research
Replies: 4
Views: 8491

Re: vehicle upgrade research

How is this not a suggestion?

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