Search found 105 matches

by Svip
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

Re: UI space platform list does not update when platform moves to a later route

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 ...
by Svip
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.
Fixed Space platform position indicator not updating in some cases.
I guess, it hasn't?
by Svip
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 ...
by Svip
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

BraveCaperCat wrote: Mon Nov 18, 2024 10:14 pm Wouldn't it be possible for a mod to allow platform <--> platform logistics?
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.
by Svip
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

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 ^^
They do that in a lot of screenshots, so you can see the tooltip with its context.
by Svip
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 ...
by Svip
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 ...
by Svip
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 ...
by Svip
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 ...
by Svip
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 ...
by Svip
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 ...
by Svip
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 ...
by Svip
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 ...
by Svip
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 ...
by Svip
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 ...
by Svip
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 ...
by Svip
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 ...
by Svip
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 ...
by Svip
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 ...

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