Search found 90 matches

by Allaizn
Sun Dec 22, 2019 7:42 pm
Forum: News
Topic: Friday Facts #326 - Particle emitter & Data cache
Replies: 42
Views: 20242

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 ...
by Allaizn
Fri Dec 20, 2019 10:56 pm
Forum: News
Topic: Friday Facts #326 - Particle emitter & Data cache
Replies: 42
Views: 20242

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...
by Allaizn
Fri Dec 20, 2019 3:48 pm
Forum: News
Topic: Friday Facts #326 - Particle emitter & Data cache
Replies: 42
Views: 20242

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...
by Allaizn
Fri Dec 20, 2019 3:31 pm
Forum: News
Topic: Friday Facts #326 - Particle emitter & Data cache
Replies: 42
Views: 20242

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...
by Allaizn
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: 2751

Re: [Allaizn] [0.17.79] Cliff removed although shown as not colliding

Thanks for the report, it's now fixed for the next release.
by Allaizn
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: 4402

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)...
by Allaizn
Fri Dec 06, 2019 4:53 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 44865

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...
by Allaizn
Fri Dec 06, 2019 3:05 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: My giand botbased botbase :)
Replies: 2
Views: 3023

Re: My giand botbased botbase :)

Can you upload the map itself too? I'd like to have it for future reference :)
by Allaizn
Fri Dec 06, 2019 12:54 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 44865

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...
by Allaizn
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: 4922

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.
by Allaizn
Sat Nov 02, 2019 10:34 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 35992

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―\_(ツ)_/Β― A possible experiment here is to use 2 locomotives per train (or even twoheaded trains?), ...
by Allaizn
Sat Nov 02, 2019 6:39 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 35992

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 :oops: maybe it's enough to get back into leading position :D
by Allaizn
Fri Nov 01, 2019 11:13 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 35992

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 :P )
by Allaizn
Fri Nov 01, 2019 10:56 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 35992

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 ...
by Allaizn
Fri Nov 01, 2019 9:47 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 35992

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...
by Allaizn
Wed Oct 30, 2019 10:56 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 35992

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 ...
by Allaizn
Tue Oct 29, 2019 6:46 pm
Forum: Modding interface requests
Topic: Disable pollution generating chunks
Replies: 3
Views: 1432

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....
by Allaizn
Mon Oct 28, 2019 9:01 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 35992

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 :roll: ): 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)
by Allaizn
Sun Oct 27, 2019 4:47 pm
Forum: Modding interface requests
Topic: Disable pollution generating chunks
Replies: 3
Views: 1432

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...

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