I ended up creating this as a scenario in the editor. Tested in 2.0.24.
1. Open the scenario.
2. Switch to the space platform called TESTER.
3. Set a destination for Fulgora.
4. Run the scenario.
5. Stay in remote view.
6. Notice that the icon on the platform overview does not change as it passes ...
Search found 105 matches
- Sat Dec 07, 2024 10:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.24] Surfaces/Platforms list does not update when platform moves to a later route MR
- Replies: 5
- Views: 824
- Sat Dec 07, 2024 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.24] Surfaces/Platforms list does not update when platform moves to a later route MR
- Replies: 5
- Views: 824
Re: UI space platform list does not update when platform moves to a later route
I should have noted I am running 2.0.24. And I notice now that the patch notes suggest that this has been fixed.
I guess, it hasn't?Fixed Space platform position indicator not updating in some cases.
- Sat Dec 07, 2024 8:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.24] Surfaces/Platforms list does not update when platform moves to a later route MR
- Replies: 5
- Views: 824
[Klonan] [2.0.24] Surfaces/Platforms list does not update when platform moves to a later route MR
Just for glossary purposes, I'm calling the trips between planets on the space map "routes", so Nauvis - Vulcanus is one route. Thus, Vulcanus - Fulgora is not a route, as it requires two routes: Vulcanus - Nauvis, then Nauvis - Fulgora. For the purposes of discussion, this difference is important ...
- Fri Nov 22, 2024 6:01 am
- Forum: News
- Topic: Friday Facts #437 - Cargo Pod Deep Dive
- Replies: 45
- Views: 9609
Re: Friday Facts #437 - Cargo Pod Deep Dive
Yes. Since a platform is just a surface, like Nauvis or Vulcanus, the engine itself supports platform to platform logistics, it's just not in the base game, but you could easily mod it in.BraveCaperCat wrote: Mon Nov 18, 2024 10:14 pm Wouldn't it be possible for a mod to allow platform <--> platform logistics?
- Fri Aug 30, 2024 11:48 am
- Forum: News
- Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
- Replies: 91
- Views: 21149
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
They do that in a lot of screenshots, so you can see the tooltip with its context.GregoriusT wrote: Fri Aug 30, 2024 11:42 am Ah, did not know that setting, thanks for telling me it was just a custom option of whoever took that screenshot ^^
- Wed Aug 21, 2024 9:00 am
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 46657
Re: Friday Facts #424 - Gleba Pentapod Enemies
Considering that it's the egg rafts - and not any of the actual enemies themselves - that deliver the key ingredient, turning off the enemies would be a trivial feature to implement here; just leave the egg rafts, that then don't spawn an enemy when they otherwise would have, but merely ...
- Wed Aug 21, 2024 5:13 am
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 46657
Re: Friday Facts #424 - Gleba Pentapod Enemies
Considering that it's the egg rafts - and not any of the actual enemies themselves - that deliver the key ingredient, turning off the enemies would be a trivial feature to implement here; just leave the egg rafts, that then don't spawn an enemy when they otherwise would have, but merely yield ...
- Tue Aug 20, 2024 4:46 am
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 46657
Re: Friday Facts #424 - Gleba Pentapod Enemies
Considering that it's the egg rafts - and not any of the actual enemies themselves - that deliver the key ingredient, turning off the enemies would be a trivial feature to implement here; just leave the egg rafts, that then don't spawn an enemy when they otherwise would have, but merely yield ...
- Sat Jun 22, 2024 6:25 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 96895
Re: Friday Facts #416 - Fluids 2.0
Floats can represent all integers, no problem. Floats arithmetic is about as fast (if not equally so) as integer arithmetic, since there are specific float CPU instructions. What the programmer needs to remember, is to round their floats when are done calculating. Working with two decimals in ...
- Sat Jun 22, 2024 2:42 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 96895
Re: Friday Facts #416 - Fluids 2.0
Floats arithmetic is about as fast (if not equally so) as integer arithmetic, since there are specific float CPU instructions.
Many integer calculations take 1-2 cycles on modern x86 CPUs.
Multiply about 3-4, divisions vary a lot with ~15 cycles.
In the best cases x87 floating point Additions ...
- Sat Jun 22, 2024 1:24 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 96895
Re: Friday Facts #416 - Fluids 2.0
I stand corrected; what an odd choice. Considering the values of fluid, I thought it was to avoid floats entirely. I do not see any need for the fluids to be floating point numbers.
Edit: Unless, of course, that they are really integers below, and then divided by 10 or 100 for show, but I doubt ...
- Sat Jun 22, 2024 12:35 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 96895
Re: Friday Facts #416 - Fluids 2.0
How about making fluids quantities an integer number rather than a real number? A machine would typically consume 1 unit of fluid, and fluids would not split in quantities lower than 1.
I am not sure what the purpose of this suggestion is, but fluids are already in integers. A storage tank ...
- Sat Jun 22, 2024 11:09 am
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 96895
Re: Friday Facts #416 - Fluids 2.0
How about making fluids quantities an integer number rather than a real number? A machine would typically consume 1 unit of fluid, and fluids would not split in quantities lower than 1.
I am not sure what the purpose of this suggestion is, but fluids are already in integers. A storage tank can ...
- Sat Jun 22, 2024 8:16 am
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 96895
Re: Friday Facts #416 - Fluids 2.0
If your output matches your input, and other factors aren't forcing a break in the segment, then you don't need storage tanks. Storage tanks appear only to be useful when produced is more than consumed, because as - mentioned above - adding a storage tank means you lower the rate a pipe segment ...
- Sat Jun 22, 2024 7:06 am
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 96895
Re: Friday Facts #416 - Fluids 2.0
Would the pipe fill up to 100% first before filling the storage tank above 100 fluid units? Or is the entire pipe->tank->pipe network treated as a singular 'chest box' for fluid?
From the FFF, it's clear that each piece of a pipe segment (pipes and tanks) are filled a percentage, so for the pipe ...
- Sat Jun 22, 2024 5:51 am
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 96895
Re: Friday Facts #416 - Fluids 2.0
I think some restrictions on [...] throughput are probably needed.
Also from the FFF:
In the new system, segments are a single unit, so fluid no longer propagates across a pipeline. Longer pipelines have higher throughput, but take longer to fully empty. The exact throughput numbers are ...
Also from the FFF:
In the new system, segments are a single unit, so fluid no longer propagates across a pipeline. Longer pipelines have higher throughput, but take longer to fully empty. The exact throughput numbers are ...
- Sat Jun 22, 2024 4:27 am
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 96895
Re: Friday Facts #416 - Fluids 2.0
I noticed that the FFF ends with this:
There are many interesting possibilities with this system that we did not predict, and we will share some of our stories in future FFFs. I may also go into detail about the architecture of this new system and how I approached the refactor at another time ...
There are many interesting possibilities with this system that we did not predict, and we will share some of our stories in future FFFs. I may also go into detail about the architecture of this new system and how I approached the refactor at another time ...
- Sat Jun 15, 2024 3:36 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 22338
Re: Friday Facts #415 - Fix, Improve, Optimize
I assume that Factorio devs would make some backwards-compatibility features on their side, so even bumping version won't be necessary because, let's be honest, we all use mods from people no longer playing Factorio.
Considering it has been necessary in the past, it seems weird they would ...
- Sat Jun 15, 2024 7:57 am
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 22338
Re: Friday Facts #415 - Fix, Improve, Optimize
This reminds me of this analysis of how Serious Sam managed seamless massive hordes of enemies on 56k modems. Great stuff.
- Fri Jun 14, 2024 5:57 am
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 80865
Re: Friday Facts #414 - Spoils of Agriculture
By the time you get to Gleba, you should have construction robots unlocked. FFF #373 doesn't explicit state so, but it would have been a weird omission from this list:
Since the goal was to make the overall expansion experience as good as possible, we have rebalanced the tech tree. This means ...
Since the goal was to make the overall expansion experience as good as possible, we have rebalanced the tech tree. This means ...