Search found 32 matches

by jgilmore42
Mon Mar 25, 2024 12:12 am
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 16114

Re: Friday Facts #403 - Train stops 2.0

Awesome updates as always! One thing I haven't seen anyone talk about yet in the thread is the new rail planning from map. I noticed you can't see the ghost rails unless you have radar coverage. Personally alot of the times when I'm expanding rails are one of the first things to go in. The feature ...
by jgilmore42
Sat Mar 23, 2024 3:50 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 16114

Re: Friday Facts #403 - Train stops 2.0

My suggestion is: when multiple departing trains(stations) are at the same priority, the one who is waiting the longest should go there It's deliberate that it DOESN'T do that, actually. Trains always take the shortest path. Which sounds reasonable, of course, but also includes deciding which of se...
by jgilmore42
Fri Mar 22, 2024 3:19 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 16114

Re: Friday Facts #403 - Train stops 2.0

Since you've added manual pushing of wagons, I would love if you could I update the wagon model slightly. Adding a ladder at the end like North American boxcar, that our engineers would hang off of when riding them would be very amusing to me and hopefully others. I second that. Adding a visual ind...
by jgilmore42
Fri Mar 15, 2024 11:18 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 22156

Re: Friday Facts #402 - Lightspeed circuits

I made an assembly language for combinators to sidestep most of the issues that fiddling with combinators and wires manually creates: https://qon.github.io/combinassembly/ Some instructions: https://github.com/Qon/combinassembly 2D-layout is a planned feature. Size issue kind of fixed: https://mods...
by jgilmore42
Fri Mar 15, 2024 5:51 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 22156

Re: Friday Facts #402 - Lightspeed circuits

I would straight up not bother with the radar transmission at all - why bother wasting the resources to craft them and the power to run them, when powerline circuits are free on both accounts? Besides, it doesn't remove the need for a multiplexer anyway since there's only one channel. Fair. And run...
by jgilmore42
Fri Mar 15, 2024 5:44 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 22156

Re: Friday Facts #402 - Lightspeed circuits

Is there a mod that implements the radar feature in the current version of the game? Yes. I don't know for sure which one, but the current modpack for "space exploration" has a uplink/downlink pair of machines with an infinite number of named channels. Not sure if they're available as a s...
by jgilmore42
Fri Mar 15, 2024 4:48 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 22156

Re: Friday Facts #402 - Lightspeed circuits

Would it be bold ask for an "integrated circuit" a box 2x4 tiles which opens a virtual surface (a sort of space platform of a fixed size, one chunk , 32x32 tiles ). Box has 4 inputs and 4 outputs wires connectors. Only combinator's items are allowed to place inside the "integrated ci...
by jgilmore42
Fri Oct 27, 2023 2:36 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 34968

Re: Friday Facts #382 - Logistic groups

Eh, I'll double up on the "weight limits are a weird thing to do" that other people have voiced. And it's true! Are there even ANY in existence games that have both a slot and weight based inventory system. How does that work? Given the lack of visual ques that I'm seeing even in the rocke...
by jgilmore42
Fri Sep 22, 2023 9:11 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49419

Re: Friday Facts #377 - New new rails

I'll second who ever said we should be able to directly edit train stop names in a trains route. Losing a complex rule hurts, man. Especially if it's several, and you just need to change "iron" to "copper" and be done, but NOOO.... you have to redo the whole condition, and hope l...
by jgilmore42
Fri Sep 22, 2023 9:09 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49419

Re: Friday Facts #377 - New new rails

The rail updates look really good, except for one thing. You briefly mentioned the problem of manual control when going through complex junctions. How would manual train control be implemented in the final graphic in your post, where one rail splits into five parallel tracks? I think it would be pr...
by jgilmore42
Sat Sep 02, 2023 2:07 am
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41990

Re: Friday Facts #374 - Smarter robots

And it would at least make the "I'm so powerful I can ride a train and build a track as we go!" work a damned sight better. It's maybe naive, but that was the expectation that I had when I first built a personal roboport. I was kinda pissed when it not only didn't work but upgrading made ...
by jgilmore42
Sat Sep 02, 2023 12:09 am
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41990

Re: Friday Facts #374 - Smarter robots

TL;DR: For personal roboports only, we really, really, really need jobs sorted by distance from the player. ... This could honestly be done as a tweak to the deconstruction planner/blueprint deployer, at least I'd guess... Just adding tasks in a different order onto the queue, so the close ones get...
by jgilmore42
Fri Sep 01, 2023 11:41 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41990

Re: Friday Facts #374 - Smarter robots

TL;DR: For personal roboports only, we really, really, really need jobs sorted by distance from the player. ... This could honestly be done as a tweak to the deconstruction planner/blueprint deployer, at least I'd guess... Just adding tasks in a different order onto the queue, so the close ones get...
by jgilmore42
Fri Sep 01, 2023 7:53 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41990

Re: Friday Facts #374 - Smarter robots

Well, when people speak of pathfinding, they usually refer to dynamic obstacles and collision detection. Since bots are flying, none of them is applicable. There's just a number of static waypoints. Unlike the true pathfinding, this operation is quite cheap. Waypoints is pathfinding. It was popular...
by jgilmore42
Fri Sep 01, 2023 6:25 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41990

Re: Friday Facts #374 - Smarter robots

Robots don't do pathfinding, because it's too expensive. And it will almost certainly always be too expensive. Did you know that pathfinding lag is what kills most games of Dwarf Fortress? It is. Pathfinding doesn't have simple, efficient, solutions. Particularly in scenarios where the map can chan...
by jgilmore42
Fri Sep 01, 2023 6:06 pm
Forum: Technical Help
Topic: Video Driver bug: Wake from suspend requires reload of sprites. (with workaround)
Replies: 3
Views: 1302

Re: Video Driver bug: Wake from suspend requires reload of sprites. (with workaround)

honestly the nvidia linux driver is total trash and they have fewer and fewer sysctls they can plug into in the linux kernel since there's more GPL-only symbol export restrictions Those export restrictions only apply to people who don't compile their own stuff. "apache" was originally a s...
by jgilmore42
Fri Sep 01, 2023 6:02 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41990

Re: Friday Facts #374 - Smarter robots

You've already made so many improvements in the cleverness of the behavior of various entities that it might be worth considering adding a "better software" item to the research :D (Seriously, it would feel great to suddenly unlock such improvements after using dumb robots for a while.) A...
by jgilmore42
Fri Sep 01, 2023 6:00 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41990

Re: Friday Facts #374 - Smarter robots

TL;DR: For personal roboports only, we really, really, really need jobs sorted by distance from the player. ... This could honestly be done as a tweak to the deconstruction planner/blueprint deployer, at least I'd guess... Just adding tasks in a different order onto the queue, so the close ones get...
by jgilmore42
Fri Sep 01, 2023 5:50 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41990

Re: Friday Facts #374 - Smarter robots

[...] Regarding the pathing over lakes: it seems that now you are using the selection of a roboport closer to the destination basically as a failure mode for when the robot needs to charge. Wouldn't it be possible to check immediately after a job is assigned to a robot if the distance is actually r...
by jgilmore42
Fri Sep 01, 2023 5:35 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41990

Re: Friday Facts #374 - Smarter robots

TL;DR: For personal roboports only, we really, really, really need jobs sorted by distance from the player. This is awesome. Stupidity of construction and logistics robots has been a problem for a long time. But it didn't address my personal worst case scenario, which happens ALL THE TIME. So this i...

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