Search found 90 matches
- Sun Dec 22, 2019 7:42 pm
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 22448
Re: Friday Facts #326 - Particle emitter & Data cache
Talking about caches, is it considered "working as intended" that changing the content of a graphic file (*.png) without any changes to the data code does not invalidate the atlas cache? I've always found that quite annoying. As far as I know that's intended - cache invalidation needs to ...
- Fri Dec 20, 2019 10:56 pm
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 22448
Re: Friday Facts #326 - Particle emitter & Data cache
After I understood what you are saying, I immediately wondered what else the engine is calculating every tick for visual purposes only. Flamethrower stream parts? Projectiles? Inserter arm positions? Basically any movement that has a starting time, which's path follows a known mathematical function...
- Fri Dec 20, 2019 3:48 pm
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 22448
Re: Friday Facts #326 - Particle emitter & Data cache
I'm mostly wondering about the emitters never moving. What if there's an emitter on a train? It seems like this assumption is incorrect. It's not an assumption, but rather a restriction. I wouldn't be surprised if trains would never use emitters as they are now because of that, but that's not a pro...
- Fri Dec 20, 2019 3:31 pm
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 22448
Re: Friday Facts #326 - Particle emitter & Data cache
What about particles that come from Sources(Emitters) off screen? Say you have Assemblers all around the out side the Red Box(view screen) and you move in any direction. Will the Particles just appear or would you see the Assembler exploding when moving there. Question is based on the Animation whe...
- Thu Dec 12, 2019 9:14 am
- Forum: Technical Help
- Topic: [0.17.79] Flickering screen after focus loss
- Replies: 2
- Views: 1713
Re: [0.17.79] Flickering screen after focus loss
Please post your log file.
- Wed Dec 11, 2019 12:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Allaizn] [0.17.79] Cliff removed although shown as not colliding
- Replies: 1
- Views: 3077
Re: [Allaizn] [0.17.79] Cliff removed although shown as not colliding
Thanks for the report, it's now fixed for the next release.
- Tue Dec 10, 2019 10:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Allaizn] [0.17.79] Range of turrets and spitter shooting range problem
- Replies: 6
- Views: 4905
Re: [Allaizn] [0.17.79] Range of turrets and spitter shooting range problem
This bug is somewhat tricky in that the cause isn't as trivial as an unaccounted offset. Part of this is caused by entity targeting only checking for the position of it's target instead of it's complete bounding box (while the position targeting that the spitters end up in doesn't have that problem)...
- Fri Dec 06, 2019 4:53 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 50152
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
I quite want it on, but perhaps instead of a toggle you could add a slider for 'intensity' of the effect (a simple 0-N bias scale, where 0 is off (can just not run that shader then, fallback to the normal texture shader) and non-0 is a scale, can even turn it above 1.0 for a 'larger' effect (likely...
- Fri Dec 06, 2019 3:05 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My giand botbased botbase :)
- Replies: 2
- Views: 3242
Re: My giand botbased botbase :)
Can you upload the map itself too? I'd like to have it for future reference
- Fri Dec 06, 2019 12:54 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 50152
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
The tree animation made my eyes water. Will there be a way to switch it off in game if I find it too distracting? Yes, there is a toggle in the graphics settings. Though it pains my heart a little to see people jumping to turn it off - I hope you'll give it a chance at least :) So does that mean th...
- Fri Nov 08, 2019 4:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Small spitter stuck and spitting acid on a tree
- Replies: 8
- Views: 5529
Re: [posila] Small spitter stuck and spitting acid on a tree
The fix I wrote to make biters not shoot out of range did not fully take into account that other parts expected to have returned to them, which messed up those systems and resulted in the behavior above.
- Sat Nov 02, 2019 10:34 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 41915
Re: UPS Wars 3 - Electronic Circuits
I managed to build another variant - 70 miner/furnaces per patch and thus only 4.5 patches used. My personal benchmark showed that it was slightly worse than the other map, but I'm not quite sure why Β―\_(γ)_/Β― A possible experiment here is to use 2 locomotives per train (or even twoheaded trains?), ...
- Sat Nov 02, 2019 6:39 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 41915
Re: UPS Wars 3 - Electronic Circuits
I will sadly be travelling during the next week, and thus not be able to take back the lead if not for this:
I actually forgot to send the cars to sleep in my map maybe it's enough to get back into leading position
I actually forgot to send the cars to sleep in my map maybe it's enough to get back into leading position
- Fri Nov 01, 2019 11:13 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 41915
Re: UPS Wars 3 - Electronic Circuits
Seems like the map I uploaded above didn't quite manage to produce the 100k because I was sloppy with the 3 leftover assemblers. Thanks to quyxkh for pointing this out to me
If this one doesn't do it, then I'll actually have to clock even that thing (and I really don't want to )
If this one doesn't do it, then I'll actually have to clock even that thing (and I really don't want to )
- Fri Nov 01, 2019 10:56 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 41915
Re: UPS Wars 3 - Electronic Circuits
Tip'o'the hat. Thanks :D I also ran a verbose benchmark for both of our maps to see how they perform. I ran each map 3 times (cause I didn't want to wait) for 100k ticks (i7 8700K @ 4.7GHz, 3600MHz DDR4 RAM), then took the median time for each tick acrross the three runs. Libreoffice really didn't ...
- Fri Nov 01, 2019 9:47 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 41915
Re: UPS Wars 3 - Electronic Circuits
I started out with quyxkh's design and initially only wanted to make a few minor improvements, but I ended up rebuilding most of it. Nearly everything is clocked (perfectly) with circuit network No train signals, who needs them anyway? 45 miners per patch instead of 40 The total production is mathed...
- Wed Oct 30, 2019 10:56 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 41915
Re: UPS Wars 3 - Electronic Circuits
Inserters using enable / disable never sleep although there is a PR waiting to be approved that adds this. To be precise: they only sleep if they would sleep without the CN condition. But you usually disable them in a position were they wouldn't, which creates the appearance of them never sleeping ...
- Tue Oct 29, 2019 6:46 pm
- Forum: Modding interface requests
- Topic: Disable pollution generating chunks
- Replies: 3
- Views: 1703
Re: Disable pollution generating chunks
It's hard to judge how easy or hard it would be without having the feature. I have however seen multiple maps where I wouldn't agree with your reasoning - mega bases in particular are often built on deserts (in order to not have to clear huge forests) which makes the pollution cloud spread very far....
- Mon Oct 28, 2019 9:01 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 41915
Re: UPS Wars 3 - Electronic Circuits
Just as a side note: there was another UPS wars on reddit a while ago (and technically still ongoing until I finally make my car belt submission ): part 1 and part 2 whose comments contain the submissions
I guess this means that this is actually UPS Wars 4? (Not that this matters at all)
I guess this means that this is actually UPS Wars 4? (Not that this matters at all)
- Sun Oct 27, 2019 4:47 pm
- Forum: Modding interface requests
- Topic: Disable pollution generating chunks
- Replies: 3
- Views: 1703
Disable pollution generating chunks
Pollution currently generates chunks in order to spread into them, which increases map size. Pollution clouds for mega bases can get insanely big, and thus make save and load times suffer. Turning off pollution entirely "fixes" this problem, but I'd like a way to still be able to play with...