Search found 60 matches

by Khagan
Sun Oct 11, 2020 11:55 pm
Forum: Outdated/Not implemented
Topic: New api in a OOP language?
Replies: 38
Views: 975

Re: New api in a OOP language?

Lua is generally the defacto language for most games these days. [...] If it were up to me, gaming folks would be using python3.6+ Python is powerful and flexible. But that power comes at a price in infrastructure overhead. To embed Lua in an application, including the usual built-in Lua libraries,...
by Khagan
Sat Oct 10, 2020 10:01 am
Forum: General discussion
Topic: Is high train braking force better? Not really...
Replies: 20
Views: 905

Re: Is high train braking force better? Not really...

I am using a simple roundabout for my base. I know it’s not the best It would be much better if it were properly signalled: with the loop divided into quadrants by chain signals, your two sample trains wouldn't even have to stop at all. This one is signalled for LHT, but you just have to flip the s...
by Khagan
Mon Oct 05, 2020 11:30 pm
Forum: General discussion
Topic: [POLL] Left- or Right- hand rails and roads?
Replies: 24
Views: 1364

Re: [POLL] Left- or Right- hand rails and roads?

Aru wrote:
Mon Oct 05, 2020 10:39 pm
Image
Yes, but you had to move the tracks to do it. The configuration you have here works equally well for RHT or LHT (and is in fact the one I usually use now).
by Khagan
Mon Oct 05, 2020 10:27 pm
Forum: General discussion
Topic: [POLL] Left- or Right- hand rails and roads?
Replies: 24
Views: 1364

Re: [POLL] Left- or Right- hand rails and roads?

I mostly assumed, and very non-extensively tested, that right hand drive had more options for signalling intersections. You'd think so, wouldn't you. But let me offer a counter-example. This simple T-junction is optimally signalled for LHT: LHTOnly.png I can see no way that the same configuration o...
by Khagan
Sun Oct 04, 2020 9:52 pm
Forum: Gameplay Help
Topic: Evaluation order of circuit entities
Replies: 7
Views: 556

Re: Evaluation order of circuit entities

FunMaker wrote:
Sun Oct 04, 2020 9:23 pm
My question is:
Will all entities see a change of value in the same tick?
The same tick as each other, yes. The change of value is seen by all entities the tick after it is calculated.
by Khagan
Sat Oct 03, 2020 3:00 am
Forum: Gameplay Help
Topic: Way to see what's slowing the game down exactly?
Replies: 19
Views: 1340

Re: Way to see what's slowing the game down exactly?

astroshak wrote:
Fri Oct 02, 2020 8:45 pm
your wonton destruction of their homes
A food fight to the death? :D ("The shrimp and egg wasn't very effective; load all barrels with pork and cabbage.")
by Khagan
Sat Oct 03, 2020 2:39 am
Forum: General discussion
Topic: What is the optimal gap (and direction) between rails?
Replies: 20
Views: 1185

Re: What is the optimal gap (and direction) between rails?

I do NOT care about chunk alignment. Honestly, I do not see any point in it. I do for two main reasons. It avoids annoying mismatches when connecting stretches of track built separately or from opposite ends. With alignment, the minimum mismatch is the alignment spacing, which is enough to justify ...
by Khagan
Fri Oct 02, 2020 5:40 am
Forum: General discussion
Topic: What is the optimal gap (and direction) between rails?
Replies: 20
Views: 1185

Re: What is the optimal gap (and direction) between rails?

What is the optimal distance between the rails? And in which direction (left/right-handed traffic)? I've settled (like many others seem to have) on a gap of two rails (four tiles) between non-diagonal tracks. I use left-handed traffic, since that's what I'm accustomed to and also because having the...
by Khagan
Wed Sep 23, 2020 10:32 pm
Forum: Gameplay Help
Topic: Mining large patches and train unloading
Replies: 3
Views: 359

Re: Mining large patches and train unloading

Can someone point me to some pictures of loading/unloading stations so I can learn? I don't want blueprints. I would rather learn the concepts and then build my own. I do want to stick with Red Belts for this, as I'm trying to create my own little blueprint book for early-mid-game prints for a late...
by Khagan
Tue Sep 22, 2020 3:02 am
Forum: General discussion
Topic: Challenge: maximize research density
Replies: 28
Views: 2061

Re: Challenge: maximize research density

DaveMcW wrote:
Tue Sep 22, 2020 2:16 am
Because "Follower robot count" is not a very useful technology.
True. But the other infinite military techs are. Though "Follower robot count" is (for hysterical raisins?) the only one to require military tech as well as production tech; the others are all military instead of production.
by Khagan
Fri Sep 18, 2020 5:31 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 3652

Re: Do not show no_power_warning icon when using power switch

The game cannot know if you accidentally forgot to open the switch. No it can't. Not now, not ever, never. But that applies just as much to a single switch as to a chain of two or more. Right now the game treats all 'off' switches as errors, which is silly; the only other consistent and practicable...
by Khagan
Thu Sep 17, 2020 7:28 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 3652

Re: Do not show no_power_warning icon when using power switch

The game cannot know if you accidentally forgot to open the switch. No it can't. Not now, not ever, never. But that applies just as much to a single switch as to a chain of two or more. Right now the game treats all 'off' switches as errors, which is silly; the only other consistent and practicable...
by Khagan
Wed Sep 16, 2020 6:09 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 3652

Re: Do not show no_power_warning icon when using power switch

The things gets interesting, if there is are switches turned off (I called them closed). Now when you keep in mind, that united networks behave like one big network, and you don’t find any producers in it, you need to look at the off-switches and look, if there is any producer on the “other side”. ...
by Khagan
Wed Sep 16, 2020 12:40 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 3652

Re: Do not show no_power_warning icon when using power switch

My algorithm: All, the game need to detect, is "would be device have power if all switches are on?". Let me rephrase myself. 1.Is any active energy producer in device's network? yes - no warning (powered); 2.Is any active energy producer in all network, connected by switches(in any state)? yes - sm...
by Khagan
Tue Sep 15, 2020 11:39 pm
Forum: Ideas and Suggestions
Topic: [1.0.0] can't copy default color from locomotives and stations
Replies: 8
Views: 179

Re: [1.0.0] can't copy default color from locomotives and stations

I'd expect whatever color is actually shown on the source to copy over, just like any non-default color. Yes, and this should be complemented by an option in the colour setting UI to 'delete' the custom colour (or to 'restore the default') so that if you really do want 'nil' you can easily get it. ...
by Khagan
Tue Sep 15, 2020 9:53 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 3652

Re: Do not show no_power_warning icon when using power switch

Algorithm: - are there any power producers in my network? - yes, but no switches -> big warning - find all power switches in this network - for each switch look, if the switch is closed. - If all would be open -> big warning - for each closed switch look if the other side (the “outside”) is a power...
by Khagan
Sat Sep 12, 2020 9:38 pm
Forum: Gameplay Help
Topic: rail road placement is confusing, please help
Replies: 15
Views: 423

Re: rail road placement is confusing, please help

Serenity wrote:
Sat Sep 12, 2020 2:23 pm
Two rail spacing to the left. As you can see it's not enough to connect the S-Bend.
Rails2apart.png
Rails2apart.png (1021.89 KiB) Viewed 166 times
As you can see, it is enough. (Not that you would want to very often anyway, since usually the point of a pair of tracks is that they are going in opposite directions.)
by Khagan
Tue Sep 08, 2020 10:34 pm
Forum: Gameplay Help
Topic: Combinators Resulting in NULL Values
Replies: 14
Views: 290

Re: Combinators Resulting in NULL Values

If your two signals result in zero, you can use a Decider Combinator with the condition Everything = 0 and output a different signal with a non zero value to indicate the zero result. If that's what you need. But Null does not equal Zero, that's what I meant by "you can't check if the signal is nul...
by Khagan
Mon Sep 07, 2020 7:03 am
Forum: Gameplay Help
Topic: Rafine Sistemleri
Replies: 6
Views: 245

Re: Rafine Sistemleri

although 60 gas is produced and 60 gas consumption is 1-1 ratio, gas accumulates in the left-hand warehouse in a short time. Who can explain this? In the picture, the output of the plastic factories is backed up. That will stop them producing, and make gas accumulate in the storage tank. If you are...
by Khagan
Fri Sep 04, 2020 9:13 am
Forum: Gameplay Help
Topic: Use blueprint from book without deleting the blueprint
Replies: 6
Views: 201

Re: Use blueprint from book without deleting the blueprint

How do i use a blueprint from the book (B-Key) and put it into my inventory without deleting the blueprint from the book? So i can use the blueprint in the next game again. Don’t put it in your inventory, put it in your quickbar instead. That way you get a reference to the blueprint while still lea...

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